KING
Ashwalker

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

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense20+5d10
Heart14+2d4
Cunning16+3d6
Fate18+4d8

Passives

Passive

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.

Declaration

Entropy Gaze

Telegraph · disrupt d6 · Body save

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

Reaction

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.