100867_RAA_Quill & Codex_R1_PROOF

Quill & Codex

a MENaNgErY of MoNsTErs

din foregoes his attack and sum mons 1d4–1 Skeletons or Zom bies that do his bidding. • Villainy Points – 4 bANDIT c utthroats and lowlifes, Bandits haunt back alleys and lonely roadways. Cruel bullies, they prefer to target those who appear smaller and weaker than they are. • Challenge Threshold – 0 • Health Points – 5 • Defense – D8 • Attack (Bow and Arrow or Sword) – Attack Roll D8, +1 Dam age • Special Ability – When a Bandit attacks someone who has not yet acted in a Combat Round, their Attack Roll is made with a D10 and they do +2 Damage. • Villainy Points – 0 • • • •

aNTi-palaDIN A dorned in black plate armor and wielding a weapon in fused with demonic power, an Anti–Paladin is a champion of evil. They are often accompanied by bands of Bandits or hordes of Skele tons or Zombies. • Challenge Threshold – 2 • Attack (Unholy Battle Axe) – At tack Roll D12, +3 Damage Bonus • Special Ability – At the begin ning of combat, all of the Anti– Paladin’s enemies must make an D12 Will Challenge. Failure means that they feel the full weight of the Anti–Paladin’s evil and they suffer a –1 penalty on all rolls during the encounter. • Special Ability – The Anti–Pala • Health Points – 12 • Defense – D12+2

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