Notes |
CAUSE FEAR: The warlord can use the Cause Fear divine spell without rolls or MPs expenditure but at the cost of 2 Action Points.
COMMAND ALLY. The warlord expend 1 Action Point and targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, gain +25% to their next attack.
LEGENDARY ACTIONS: The Warlord have +3 extra action points every round.
SURVIVOR: The warlord regains 1 HP in every wounded location at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum in this location.
Once a legendary commander, the Zombie Warlord is now a mere shadow of his former self. However, he remains a terrible enemy, able to defeat the majority of ordinary men without effort. Can roam the battlefields by a curse or divine punishment, or be a puppet of a wicked wizard.
Average Lair: Non-sapient undead do not create lairs, they are either created to serve some function, are the result of spontaneous animation in areas steeped in necromantic magic.
Treasure Type: Nil
Abilities:
Immunity (Fear, Sleep, and Charm)
Intensity 4
Undead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright. |