The Stalker
Rare undead, The Undead
Numbers by tier
Its blow is its own roll of 7-11 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 (Rare) makes its health 200% and its power 150% of a common one's. How creatures grow.
| Tier | Health | A blow | Power | Accuracy | Evasion | Armour | The Drag | Experience |
|---|---|---|---|---|---|---|---|---|
| 1 | 202 | 13-21 slashing | 187 | 140 | 140 | 110 blunt, 130 piercing, 120 slashing | 5 | 300 |
At tier 1: saves Stance save 125, Reflexes save 120, Endurance save 120, Wits save 100, Will save 100, Courage save 100; resistances Poison 600, Holy 60 (weak), Shadow 140. Crit 140, regeneration 120, perception 100.
The Drag
“Lunges, hooks its quarry and drags it into the dark.”
- Windup (the warning)
- 1.2 s
- Cooldown
- 15 s
- Reach
- 3 m
- Made with
- Might potency
How it behaves
- Stance
- Aggressive
- Notices you at
- 14 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
- At night, light
- Drawn to light at night
- Comes back
- Its camp grows back by up to 10% an hour once thinned
Loot
Its rank rolls the table 3 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.
