Ashwalker
Elemental · no Crown (Meridian)
T5d12Major
Gaunt humanoid figures wreathed in grey entropy particles whose touch ages and decays everything, capable of aging targets decades in an instant with their gaze.
Tier 5 · Role Major · Pool Vigor 7 / Vitality 10 · AC 14 · ATK +7 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 18 | +4 | d8 |
Passives
Entropic Presence
Non-magical gear within 10 ft deteriorates visibly: weapons and armor take a cumulative -1 to attack rolls and AC per round of proximity, to a maximum of -3.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Entropy Gaze
The Ashwalker locks eyes with a creature within 30 ft, which makes a Body save (DC 19): on a failure it takes 5 damage and ages 10 years in an instant; on a success it takes 1 Vigor damage.
Reactions
Entropy Shield
When hit by a weapon, the weapon decays: a permanent -1 to attack rolls (a magic weapon resists on a Fate save, DC 19).
Tactics
GM tactics
Ashwalkers are not aggressive but their mere presence is lethal. They walk through areas, decaying everything around them. In combat, they use Entropy Gaze on the youngest or strongest target and let Entropic Presence rot the gear of anyone who stays close. Prolonged proximity degrades equipment and health.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.