Post by Sasha Rivello on Feb 28, 2015 18:07:02 GMT -5
Tier: 2
Species: Wight
Description: A Wight can most easily be described as a higher form of Zombie; an animated corpse which, unlike it’s lesser brethren, still retains some of its soul. This soul fragment, albeit small, grants the Wight greater intelligence than a Zombie which makes them more dangerous and also more difficult for a necromancer to control, which is why they are rarely seen in service to others.
Wights also seem driven by a purpose which most Undead lack, that purpose being to regain what they have lost, i.e. life. While most Undead are passive, lingering in tombs or caves until they are disturbed or in some cases commanded, Wight’s will actively seek out human life and attempt to drain the life from them using their unusual abilities in an attempt to reclaim their own.
Health: 50
Attack Damage: 10
Natural Armor: 5
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Slow, Weakness to Fire, Drawn to Life (Able to perceive hidden people nearby via scent), Withering Touch (The Wight is healed for 25% of the Attack Damage they deal)
Abilities: Voracious Attack (Tier 1 - Inflict Attack Damage + 2 against 1 target), Fatigue (Tier 1 - Inflict attack damage against 1 target and inflict Slow)
----
Tier: 2
Species: Ghoul
Description: An unusual variety of Undead that is most commonly found inhabiting the unknown sands or the mountain ranges closest to the desert. Rarely seen due to how few people venture into the sands, this Phantasm is thought to mostly linger in burial grounds or old ruins and similar places were life has been overtaken by death. This choice of habitat likely has something to do with a Ghoul’s chosen diet of corpses.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Weakness to Ice, Resistance to Fire
Abilities: Funeral Feast (Once per turn the Ghoul may devour a nearby corpse to restore 20 health. This costs an action.)
----
Tier: 3
Species: Revenant
Description: A corpse which has been reanimated by the vengeful spirit of someone who has been wronged in life. A Revenant is a unique form of Undead in that it cannot be summoned by any known magic, with the resurrection occurring by itself through unknown means.
Because of how they are created Revenants can potentially occur anywhere. Many a failed adventurer have returned to being at the place of their death and it is not unheard of for the unwary to be accosted by one in tombs, caves, forests or even out on the open plains. Sometimes Revenants even rise from the city graveyards. Wherever there is death, they can appear.
Health: 90
Attack Damage: 15
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Weakness to Fire, Determined Spirit (The Revenant will continue to act for one more turn after death unless killed with fire), Deathly Presence (Any living, animal-based companion, e.g. wolves, lions, sleeper bats, below tier 2 will not engage in combat with a Revenant)
Abilities: Death Knell (Tier 2 – Inflict slow on all opponents in range, can only be done once per combat), Poison Bite (Tier 1 - Inflict attack damage against 1 target and inflict Poison)
----
Tier: 3
Species: Draugar
Description: Draugar are Undead solely found in tombs and burial mounds located in the northern Draconian Mountains. They are believed to be the remnants of an isolated civilisation that once resided there in the pre-Dragoon days which, if true, would make them the most ancient of Undead creatures.
They are reclusive and for a long time no-one knew of them. They generally stay close to their graves, guarding the treasure that was buried with them, and only rarely do they venture further afield. They seem to appear to posses similar physical abilities as in life and are often skilled warriors wielding a variety of weapons. They are also among the most intelligent of Undead and their cunning is not to be underestimated.
This intelligence can be seen in the way that some rare Draugar form into groups or factions; while Draugar were often buried singularly large tombs do which contain multiple Draugar do exits. In these tombs the Draugar will either fight amongst themselves until one remains or they will work out a hierarchy with one leader and many underlings. How the leader is determined is unknown. Some tomb groups may even become antagonistic towards each other, especially if they are located near each other, and Draugar against Draugar fights have been observed in recent history. In summary, Draugar seem to have a society almost as complex and bloody in death as they did in life.
The motivations for the actions of a Draugar are primarily jealousy and greed. They hoard gold and treasure in their burial mounds, either their own or what they have managed to gather. They take a poor view of would-be grave robbers and will viciously attack them on sight, killing them and adding their possessions to the hoard. If a Draugar is ever seen away from its burial mound it is either because it is dissatisfied with the size of its hoard and is seeking treasure, or it is hunting down a grave-robber who managed to escape with something more than just their life.
Like a Wight the Draugar also seem to yearn for the life they once had and since they do not possess the Wight’s ability to steal it back they will simply vent their jealousy on any poor soul who wanders to close. Travellers and mountaineers, as well as grave robbers, are common victims of Draugar simply for being alive.
Health: 75
Attack Damage: 15
Natural Armor: 10
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Immunity to Disarm, Weakness to Fire, Resistance to Ice, Growth (The Draugar increases it’s physical size and weight, resulting in a 3 point attack and armour increase lasting 3 turns, before returning to its original size. Can only be done once per combat), Stone Swim (Movement - Draugar are able to move through solid objects over short distances, allowing them to exit their graves without opening them)
Abilities: Darkness (Tier 1 - Inflict Attack Damage and inflict Blind), Stone Skin (Tier 1 - Prevent the next 10 points of damage to 1 adjacent target or self (before factoring in Armor), Jagged Blade (Tier 1 - Inflict attack damage against 1 target and inflict Bleeding Wound (see poison))
Species: Wight
Description: A Wight can most easily be described as a higher form of Zombie; an animated corpse which, unlike it’s lesser brethren, still retains some of its soul. This soul fragment, albeit small, grants the Wight greater intelligence than a Zombie which makes them more dangerous and also more difficult for a necromancer to control, which is why they are rarely seen in service to others.
Wights also seem driven by a purpose which most Undead lack, that purpose being to regain what they have lost, i.e. life. While most Undead are passive, lingering in tombs or caves until they are disturbed or in some cases commanded, Wight’s will actively seek out human life and attempt to drain the life from them using their unusual abilities in an attempt to reclaim their own.
Health: 50
Attack Damage: 10
Natural Armor: 5
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Slow, Weakness to Fire, Drawn to Life (Able to perceive hidden people nearby via scent), Withering Touch (The Wight is healed for 25% of the Attack Damage they deal)
Abilities: Voracious Attack (Tier 1 - Inflict Attack Damage + 2 against 1 target), Fatigue (Tier 1 - Inflict attack damage against 1 target and inflict Slow)
----
Tier: 2
Species: Ghoul
Description: An unusual variety of Undead that is most commonly found inhabiting the unknown sands or the mountain ranges closest to the desert. Rarely seen due to how few people venture into the sands, this Phantasm is thought to mostly linger in burial grounds or old ruins and similar places were life has been overtaken by death. This choice of habitat likely has something to do with a Ghoul’s chosen diet of corpses.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Weakness to Ice, Resistance to Fire
Abilities: Funeral Feast (Once per turn the Ghoul may devour a nearby corpse to restore 20 health. This costs an action.)
----
Tier: 3
Species: Revenant
Description: A corpse which has been reanimated by the vengeful spirit of someone who has been wronged in life. A Revenant is a unique form of Undead in that it cannot be summoned by any known magic, with the resurrection occurring by itself through unknown means.
Because of how they are created Revenants can potentially occur anywhere. Many a failed adventurer have returned to being at the place of their death and it is not unheard of for the unwary to be accosted by one in tombs, caves, forests or even out on the open plains. Sometimes Revenants even rise from the city graveyards. Wherever there is death, they can appear.
Health: 90
Attack Damage: 15
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Weakness to Fire, Determined Spirit (The Revenant will continue to act for one more turn after death unless killed with fire), Deathly Presence (Any living, animal-based companion, e.g. wolves, lions, sleeper bats, below tier 2 will not engage in combat with a Revenant)
Abilities: Death Knell (Tier 2 – Inflict slow on all opponents in range, can only be done once per combat), Poison Bite (Tier 1 - Inflict attack damage against 1 target and inflict Poison)
----
Tier: 3
Species: Draugar
Description: Draugar are Undead solely found in tombs and burial mounds located in the northern Draconian Mountains. They are believed to be the remnants of an isolated civilisation that once resided there in the pre-Dragoon days which, if true, would make them the most ancient of Undead creatures.
They are reclusive and for a long time no-one knew of them. They generally stay close to their graves, guarding the treasure that was buried with them, and only rarely do they venture further afield. They seem to appear to posses similar physical abilities as in life and are often skilled warriors wielding a variety of weapons. They are also among the most intelligent of Undead and their cunning is not to be underestimated.
This intelligence can be seen in the way that some rare Draugar form into groups or factions; while Draugar were often buried singularly large tombs do which contain multiple Draugar do exits. In these tombs the Draugar will either fight amongst themselves until one remains or they will work out a hierarchy with one leader and many underlings. How the leader is determined is unknown. Some tomb groups may even become antagonistic towards each other, especially if they are located near each other, and Draugar against Draugar fights have been observed in recent history. In summary, Draugar seem to have a society almost as complex and bloody in death as they did in life.
The motivations for the actions of a Draugar are primarily jealousy and greed. They hoard gold and treasure in their burial mounds, either their own or what they have managed to gather. They take a poor view of would-be grave robbers and will viciously attack them on sight, killing them and adding their possessions to the hoard. If a Draugar is ever seen away from its burial mound it is either because it is dissatisfied with the size of its hoard and is seeking treasure, or it is hunting down a grave-robber who managed to escape with something more than just their life.
Like a Wight the Draugar also seem to yearn for the life they once had and since they do not possess the Wight’s ability to steal it back they will simply vent their jealousy on any poor soul who wanders to close. Travellers and mountaineers, as well as grave robbers, are common victims of Draugar simply for being alive.
Health: 75
Attack Damage: 15
Natural Armor: 10
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Immunity to Disarm, Weakness to Fire, Resistance to Ice, Growth (The Draugar increases it’s physical size and weight, resulting in a 3 point attack and armour increase lasting 3 turns, before returning to its original size. Can only be done once per combat), Stone Swim (Movement - Draugar are able to move through solid objects over short distances, allowing them to exit their graves without opening them)
Abilities: Darkness (Tier 1 - Inflict Attack Damage and inflict Blind), Stone Skin (Tier 1 - Prevent the next 10 points of damage to 1 adjacent target or self (before factoring in Armor), Jagged Blade (Tier 1 - Inflict attack damage against 1 target and inflict Bleeding Wound (see poison))