Light bursts forth from Tanthlaus in all directions. The warmth of the sun fills the room and heats every living thing with it's nurturing rays. The elven cleric is central to this blaze, a vessel of his sun gods power. When the light finally dies away, he slumps, all his strength drained away.
Honor Guard Fight Round 4!Map of the Honor Guard's PatrolZombie
Medium Natural Animate (Undead)
Zombie Lore
Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living.
Ghoul
Medium Natural Humanoid (Undead)
Ghoul Lore
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. When a creature transforms into a ghoul, all the cares, concerns, and goals of its former life are washed away in an undead pulse of ravenous longing.
Zombie
Medium Natural Animate (Undead)
Slam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Zombie Lore
Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living. Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. These zombies have no master and generally attack all living creatures they encounter.
Ghoul
Medium Natural Humanoid (Undead)
Claws (standard; at-will)
+12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save
ends).
Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +10 vs.
AC; 3d6 + 4 damage, and the target is stunned (save ends).
Ghoul Lore
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. When a creature transforms into a ghoul, all the cares, concerns, and goals of its former life are washed away in an undead pulse of ravenous longing.
Zombie
Medium Natural Animate (Undead)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Slam (standard; at-will)
+6 vs. AC; 2d6 + 2 damage.
Zombie Grab (standard; at-will)
+4 vs. Refl ex; the target is grabbed (until escape). Checks made
to escape the zombie’s grab take a –5 penalty.
Zombie Weakness
Any critical hit to the zombie reduces it to 0 hit points instantly.
Zombie Lore
Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living. Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. These zombies have no master and generally attack all living creatures they encounter.
Ghoul
Medium Natural Humanoid (Undead)
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Claws (standard; at-will)
+12 vs. AC; 1d6 + 4 damage, and the target is immobilized (save
ends).
Ghoulish Bite (standard; at-will)
Target must be immobilized, stunned, or unconscious; +10 vs.
AC; 3d6 + 4 damage, and the target is stunned (save ends).
Ghoul Lore
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. When a creature transforms into a ghoul, all the cares, concerns, and goals of its former life are washed away in an undead pulse of ravenous longing.
Status--->Dunor @ L6 | Hit Points = 9/36 | Heal Surge = 3/8 | AP = 1 | DMI = 2 | Misc :
| Cond :
Immobilized (Grab); Stunned (Save Ends); Bloodied; Prone;Thespias @ I9 | Hit Points = 30/30 | Heal Surge = 3/6(7) | AP = 2 | DMI = 2 | Misc :
Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist - 5 (Lightning, Thunder) | Cond :
Delaying until after Dunor Saves against stun;Temporary Hit Points = 4; Filth Fever (Initial Phase - 1 healing surge lost);Tulugaq @ O4 | Hit Points = 35/35 | Heal Surge = 9/10 | AP = 3 | DMI = 2 | Misc :
| Cond :
Temporary Hit Points = 4; Shadow Walk (Concealment)Walking Corpse 1 @ K7 | Hit Points = Down 41 | Misc :
| Cond :
Regeneration 5; Dead (Again)Walking Corpse 2 @ L7 | Hit Points = Down 23 | Misc :
| Cond :
Regeneration 5; Prone; BloodiedWalking Corpse 3 @ M6 | Hit Points = Down 46 | Misc :
| Cond :
Dead (Again)Walking Corpse 4 @ M7 | Hit Points = Down 2 | Misc :
| Cond :
Regeneration 5; Grabbing Dunor; Prone; Warlock's Curse (Tulugaq)Intelligent Undead 1 @ K6 | Hit Points = Down 53 | Misc :
| Cond :
Regeneration 5;Warlock's Curse (Tulugaq); Hunter's Quarry (Galadren); Prone; BloodiedIntelligent Undead 2 @ M5 | Hit Points = Down 67 | Misc :
| Cond :
Dead (Again)Shandien @ L4 | Hit Points = 29/34 | Heal Surge = 2/9 | AP = 1 | DMI = 1 | Misc :
Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Temporary Hit Points = 4; Galadren @ K7 | Hit Points = 30/30 | Heal Surge = 4/7 | AP = 0 | DMI = 2 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Tanthalus @ K2 | Hit Points = 37/37 | Heal Surge = 3/7 | AP = 3 | DMI = 2 | Misc :
Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Temporary Hit Points = 4;Weakened (Until End of Next Turn)