Each Vaal enemy is
encountered in two versions; the living versions in Incursions, and
the undead versions in present day when you find the location of the
true temple. The undead versions are the same, but have the same
strengths of the undead (immune to disease and poison, no morale,
supernatural senses, etc.) and weaknesses of the undead (can be
turned, holy magic weakness). Most enemies here are also designed to slow the party down as well as being a threat, to make Incursions more challenging with their time limit.
From Left to Right: Vaal Fallen, Fanatic, Architect, Zealot, Vaal Contruct |
Vaal Servant
(1 HD, +2 AC, doesn't attack, panicked screeching)
Morale- 0, runs
immediately
Numbers- 1d6 per
room
The Vaal
sacrifices thousands of slaves, servants, conquests, and serfs to
appease their gods and to power their arcane machines. These temple
servants are no different. Due to both the cataclysm and these of low
born standing, there is little paradox to be caused by slaughtering
them. Their blood still extends the duration of the Vaal incursion
spell- Their screams upon
seeing armed strangers attract the Vaal's warriors to fight. In the present day, replace servants with standard Skeleton warriors.
Vaal Fallen
(2 HD, +2 AC, -2 to hit, 1d8 huge sword, slow)
Morale- N/A
Numbers- 1d6 per
room
Vaal Fallen are
humanoid constructs made of armor. They are tough but very slow, and
their attacks are easy to dodge. They always go last in initiative.
Vaal Fanatic
(1 HD, -2 AC, 1d4 dagger, +2 initiative, self sacrifice)
Morale- 15
Numbers- 1d4 per room
Fanatics do not wear armor and simply
run at enemies and intruders, they are made up of bloodletters and
self mutilators who praise the Vaal Gods. Fanatics will step in the
way of spells, attacks, or projectiles targeting Vaal Architects.
Vaal Zealot
(2 HD, +1 to hit, 1d6 spear, flaming bolt spell)
Morale- 12
Numbers- 1d4 per
room
The Zealot is
armed with a spear and the powers of fire. Instead of attacking for a
round, the Zealot can hold up their hand and channel a flaming bolt
spell. Players can choose to either evacuate, which means they avoid
the slow targeted bolts, or they can press on and continue to fight,
in which case they must save or take 1d6 fire damage. Each Zealot
only casts one bolt spell.
Vaal Construct
(1 HD, +1 AC, fire 1d4 magic bolts)
Morale- N/A
Numbers- 1d8
Tube like
construct that fires green bolts of energy. The bolts can hit
multiple party members if adjacent, but cannot penetrate through
them. This encourages party members to spread out, but makes them
more likely to get overwhelmed.
Serpantine Construct
(2 HD, +2 AC, +2 to hit, 1d4 tail whip attack, 1d4 constriction,
slows movement if constricted- save to break free)
Morale-
N/A
Numbers-
1d4
Snake-like
construct that aims to stun and capture instead of kill. Very fast
for a machine; uses tail whips and entangles prey. Cannot tail whip
when entangled, instead slows the movement and attacks of the
entangled person unless they manage to make a save to break free.
Vaal Architect
(3 HD, 1d6+1 magic blast, special abilities, leadership +2)
Morale-
16
Numbers-
2 per room, once one is killed the other fades into Paradox space
Each
Vaal architect has a theme that grants them a different magic blast
and special ability. Each Architect also has plans for the room they
are located in in the Incursion; killing one makes the other one the
sole inheritor of the room and in the present day will have changed
it to suite his desires. For instance, if the Architect of Treasures
and the Architect of Toxins are in a room together, and you slay the
Architect of Toxins, the Architect of Treasures will have inherited
the room and it will have become a treasure trove in the present day,
still patrolled by the undead Architect you left behind.
Architect Theme Table- 1d6
[1]
Fire element blast; casts a 2x version of the Zealot's flame blast.
[2]
Lightning elemental blast; creates a storm that deals 1d4 damage to
all enemies within 15 feet
[3]
Void/Arcane elemental blast; creates a breach that summons 1d4 Breach
Monsters
[4]
Death elemental blast; casts a screaming skull spell- target must
save or take -1d4 level drain
[5]
Toxin/Poison elemental blast; releases cloud of poison when hit, save
vs posion or take 1d4 poison damage per round for the rest of the
incursion or until cured.
[6]
Physical blast; Whistles to conjure spinning blades and traps, save
vs devices if you try to attack him next rond. Fail and take 2d6
damage.
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