100867_RAA_Quill & Codex_R1_PROOF
The Cullen Bunn Role-Playing Game
bANDIT bOSS A Bandit Boss is the most cun ning and cruel of their wicked lot. • Challenge Threshold – 0 • Health Points – 8 • Defense – D10 • Attack (Axe) – Attack Roll D10, +2 Damage • Special Ability – When a Bandit Boss is accompanied by at least one Bandit, they are emboldened. This gives them 3 Villainy Points. These points, if not already spent, vanish should the lesser Bandits fall in combat. • Villainy Points – 0 (or 3 if accom panied by Bandits) CUlTIST c ultists worship forbidden gods and cruel alien intelligences. Their insanity fuels dark and dangerous magic. • Challenge Threshold – 0 • Health Points – 5 • Defense – D6 • Attack (Ceremonial Dagger) – At tack Roll D8, +1 Damage • Special Ability – Instead of at tacking with their Dagger, the Cultist chants foul incantations and howls with demoniac laugh ter. Adventurers who hear this must make a D10 Will Chal lenge. Failure means all of the Adventurer’s Challenge Dies are Bumped down by one until the beginning of the Cultist’s next turn. This effect does not stack if other Cultists use this ability. • Villainy Point – 0 CUlTIST hIGh prIEST
• Defense – D8 • Attack (Grotesque Spells) – At tack Roll D8, +1 Damage • Special Ability – Instead of using the Grotesque Spell attack, the Cultist High Priest may select a single Cultist in their presence. The High Priest Rolls a D12. On an Even Number, nothing hap pens. On an Odd Number, the Cultist is transformed into a Less er Demon. • Villainy Points – 3 DEMON, lESSEr T here are many types of de mons in the underworld. This particular Demon is one of the horned, goat–faced variety. • Challenge Threshold – 0 • Health Points – 12 • Defense – D10 • Attack (Demonic Spittle) – D12, +2 Damage • Special Ability – Instead of at tacking with Demonic Spittle, the
• Challenge Threshold – 0 • Health Points – 6
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