The Gutterer
Boss undead, The Undead
Numbers by tier
Its blow is its own roll of 4-6 times its power; every tier of its land above the first adds 30 Health, 30 Power, 10 Accuracy, 10 Evasion, 10 Penetration, 5 to each save and potency, 10 Perception, and its armour and any resistance over 100 grow by 70% of what they have over it (a weakness stays as it is), and its rank (Boss) makes its health 500% and its power 200% of a common one's. How creatures grow.
| Tier | Health | A blow | Power | Accuracy | Evasion | Armour | Experience |
|---|---|---|---|---|---|---|---|
| 1 | 275 | 9-14 blunt | 230 | 120 | 120 | 120 blunt, 130 piercing, 110 slashing | 600 |
At tier 1: saves Stance save 115, Reflexes save 110, Endurance save 110, Wits save 100, Will save 100, Courage save 100; resistances Poison 600, Holy 60 (weak), Shadow 140. Crit 120, regeneration 110, perception 100.
How it behaves
- Stance
- Aggressive
- Notices you at
- 12 m (less in the dark, more with a torch)
- Gives up the chase
- Only when it loses sight of you: it searches where it last saw you, then strays, still wounded
- Hours
- Day and night
- Comes back
- Its camp grows back by up to 10% an hour once thinned
Loot
Its rank rolls the table 4 times for each hero who earns its loot. Gold: 1 to 4 at tier 1. The chance a kill gives each item:
In the game, your bestiary learns its name at the first kill (or a study), its numbers at 5 kills, its drops at 15 and its haunts at 30.
