Showing posts with label 13th Age. Show all posts
Showing posts with label 13th Age. Show all posts

Monday, December 23, 2019

5 Best RPGs of the Decade



It's hard to believe that 2020 is right around the corner. In a lot of ways the world is both better and worse off than Mike Pondsmith wrote about in R. Talsorian Games' Cyberpunk 2.0.2.0.

I'm sending this decade off with my five favorite Role Playing Games.

Shadow of the Demon Lord is, probably, my favorite RPG of all time. I like how it takes elements of both Dungeons and Dragons and Warhammer Fantasy Role Play and runs with them. I like that it has a ton of supplements, sometimes with a weekly release, and I love that it's adventures are, generally, less than five pages. I cannot recommend this game enough.

Dungeons and Dragons 5th Edition is pretty darn close to how I would have designed the World's First Role Playing Game. I like that the bonus equality has been fixed and think bounded accuracy is a welcome change of pace. I also like that they aren't killing us with splatbooks.

The Hero's Journey Fantasy Role Playing game by James M. Spahn is a derivation of Swords and Wizardry and a continuation of Swords and Wizardry White Box. I think it's a great game for new, veteran, and returning players and is inspired by Professor Tolkien, himself.  Honorable mention goes to White Star, also by Spahn.

13th Age by the legendary Jonathan Tweet and Rob Heinsoo takes Dungeons and Dragons 4th Edition and removes the requirement of miniatures and adds in some elements of "story games". This would probably been my number two game if Wizards hadn't nailed DnD 5E.

This was a tough one, but I'm going with Numenera by Monte Cook. The setting and set-up of Eath a billion years in the future and the system has some charm to it, but there are some strange bells and whistles and I'm kind of soured on Monte Cook Games. But when I loved this game I loved it a lot. Honorable mention goes to Savage World Explorer's Edition and TinyD6 (which, IMO, is what I always wanted Savage Worlds to be).

Tuesday, October 31, 2017

Happy Halloween: Samhain for 13th Age




Samhain is the Ghost of Halloween and one of the few villains to face the Ghostbusters on more than one occasion. He is a strategic ghost with the ability to manipulate time in order to cause eternal night. Samhain also has the ability to control legions of ghosts at his command, however certain ghosts such as Slimer seem able to resist him to a certain extent.

SAMHAIN
13th level [SPIRIT]
Initiative: +4

Black Lightning +18 vs. PD
 – 220 damage
   Natural Roll of 16+: The attack hits 1 enemy close to the target for 110 damage.

Slow Time: Samhain controls temporal forces and the escalation die only gains +1 every other round.


God of the Dead:  At the beginning of Samhain's turn, he summons 1d3 wraiths.

Nastier Specials
Creature of the Night:  Samhain blots out the sun and ranged attacks are at -4 to hit.



AC 29

PD 23           HP 864

MD 27

Fear Threshold: 144




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Saturday, July 22, 2017

13th Age: Impundulu




The Impundulu or Lightning Bird is no ordinary bird. Stories of this monster, which grows to the size of a human, can be found in Pondo, Zulu, and Xhosa folklore. It can apparently summon lightning and storms, hence the name. The bird is allegedly a shape shifter as well, that can appear as a human, and is sometimes a supernatural familiar that guards a witch or witch doctor. Due to its size and nature, it will attack people and drink their blood.



IMPUNDULU
6th level [BEAST]
Initiative: +8

Familiar: A spellcaster served by the impundulu uses the escalation die.

Call Lightning +9 vs. PD (1d3 nearby enemies)
    – 21 damage
   Natural Roll of 16+: The target is dazed by thunder.

Drink Blood +11 vs. AC – 2d10 damage
   Natural Even Roll: The impundulu heals an amount equal to the 
damage inflicted.

Nastier Specials
Shape Shifter: As an action, the impundulu takes the form of an ally and adds the escalation die to it's AC, PD, and MD
AC 22

PD 20           HP 90

MD 16

Fear Threshold: 36















Monday, July 10, 2017

13th Age: Rompo

I'm developing a project focusing on African folklore and decided to explore it with 13th Age due to feedback from my Patrons.


Rompo is a mythological beast with the head of a hare, human ears, a skeleton-like body, the front arms of a badger, and the rear legs of a bear. It feeds only on human corpses and it is said to croon softly as it eats. 






ROMPO
2nd level [BEAST]
Initiative: +2
Vulnerablity: holy

Human ears: The rompo understands Common.

Serious burrower: A rompo can burrow incredibly quickly for short distances. They’re renowned for the mounds of dirt and rock they push above them as they surge through the ground like land torpedoes.

 Claw +7 vs. AC –– 7 damage
     Natural even hit: The target takes +1d6 damage from another 
        claw swipe.


Nastier Specials
Hybrid: The rompo gains a +2 to saves.

AC 18
PD  18                              HP 36
MD 12

Fear Threshold 12




Thursday, June 8, 2017

D&D 5th Edition: Importing 13th Age's Quick Rests and Full Heal-Ups

13th Age is a game I would run more if it covered different ground than DnD 5E. My groups, and I can't blame them, basically have said, "Why don't we just play DnD, instead of learning 13th Age?" So I find myself with little outlet for 13th Age at the moment.




However, while reading the 13th Age core rulebook while contemplating using the Escalation die in my Epic Forgotten Realms game later this summer/fall, I was reminded of how 13th Age handles Quick Rests (essentially right after a battle) and Full Heal-Ups (roughly every 4 battles).

It got me thinking about trying that in DnD. My groups play for 2-3 hours tops and we have kept our eye on making sure the different class resources are handled as fairly as possible. While I can't say it's been a huge issue, I wondered about giving this method a try.

Has anyone imported this system into 5E? 

Any experiences, thoughts, or opinions are welcome.

Wednesday, January 4, 2017

13th Age: Broo

Human-bodied and often goat-headed, they are tied irrevocably with the Rune of chaos. They are given to atrocities and foul practices, and carry numerous loathsome diseases. In addition, Broos have the ability to procreate with any species, intelligent or otherwise, with the resulting offspring taking characteristics from both its Broo and non-Broo parent. 






BROO
3rd level spoiler [HUMANOID]
Initiative: +4

Atrocity +8 vs. AC –– 10 psychic damage
     Miss: 3 damage

Foul Practices +8 vs. PD –– 5 + escalation die damage
     Natural 16+: Target becomes pregnant and will die in 1d6 days 
     if the foul spawn is not cut out.

Nastier Specials
Disease Carrier: Any creature engaged with a Broo, must make a normal Save (11+) at the beginning of their turn or take 1d6 damage.
Chaotic: A Broo uses the escalation die.

AC 19
PD 17                              HP 45
MD 13




Monday, October 24, 2016

The Old World: Wight Knight for the Vampire Counts and 13th Age #MonsterMonday

#MonsterMonday






Wight Kings were once ancient and immensely powerful human warlords that had at one time occupied the lands of present day Sylvania in the days before the founding of the Empire. When imbued with Dark Magic, these ancient warlords rise from their crypts as Wight Kings, eyes glowing with unnatural life. Originally, these remains were once protected by ancient runes and talismans conducted by the earliest forms of wizards or shamans to aid in warding off potential grave robbers and scavengers from desecrating their resting places.

WIGHT KNIGHT for 13th Age
8th level wrecker [UNDEAD]
Initiative: +5
Vulnerability: Holy

Baleful Bladed +13 vs PD - 38 damage  
     Natural Roll Even Roll: The target is dazed with fear.


Nastier Specials
Dark Magic: At the start of each of the wight knight's turns it regains 20 Hit Points

AC 24

AC 22         HP 180

MD 22

Fear: 60



Friday, October 21, 2016

31 Nights of Halloween: Bride of Iuz for 13th Age

Iuz the Evil is brilliant, patient, and decadent. His ambitions require creativity, loyalty, and maliciousness. Who better help than his devoted brides? The cambion only chooses the most devious and charming of women to be joined with him in unholy matrimony.   Their desire for power is only matched by their desire for the Old One, himself. While quite a few of his brides come from powerful families, Iuz is more than willing to cultivate any woman whom he finds desirable into a dark and deadly agent for his terrible machinations. Each bride's assignment is to patiently observe an area, alerting their husband if anything provocative occurs. They will often reside in that area for decades, cautiously adopting new identities as the years pass on and faithfully upholding their vows.






BRIDE OF IUZ
7th level spoiler [HUMANOID]
Initiative: +9

Whispers in the Dark +12 vs. MD –– 28 psychic damage
     Miss: 7 psychic damage

C: Rip Your Heart Out +12 vs. AC –– 25 damage
     Natural 16+: Target is weekend until the end of their next turn

R: Wicked +12 vs. PD –– 30 lightning damage
     Natural Odd roll: Inflicts cold damage
     Natural 16+: Inflicts fire damage to target and 1d3 nearby
                           enemies


Nastier Specials
I Do: The Bride uses the escalation die.
Femme Fatale: The Bride only needs an easy save (6+), to disengage form an enemy.

AC 23
PD 17                              HP 100
MD 21




Saturday, October 15, 2016

31 Nights of Halloween: the Organ Grinder for 13th Age







Theosophists are always glad to extoll the superiority of the beings known as Or'gn-gdr or "organ grinders" at great length.  They compare the being's actions to our own treatment of ants, firmly believing our small brains are not up to the task of understanding something that lives outside of space and time.  Going so far as to claim that  being a victim of an organ grinder is, essentially, a privilege.  According to their point of view , having your insides ground up and sucked out of your body make you more than food.


Organ Grinder for 13th Age
6th level wrecker [ABERRATION]
Initiative: +2


Talons +11 vs. AC - 21 damage
   Natural Roll of 16+: The organ grinder can make a free Organ Grind attack.

Organ Grind +11 vs. PD - 30 damage and the target loses a recovery.
   Miss: the target cannot use the escalation die until the end of the it's next turn.
   Natural Even Roll: The target loses and additional recovery.

AC 20

PD 16         HP 90

MD 22



Monday, October 10, 2016

31 Nights of Halloween: Gorgontongue, Crucifer of Hope for 13th Age




What if I told you the Diabolist seduced the Orc Lord and that their union produced a demoniac spawn that hates beauty and order and craves destruction and chaos? It's name is Gorgontongue and it is coming...




GORGONTONGUE, CRUCIFIER OF HOPE
6th level large wrecker [ABERRATION]
Initiative: +4

C: Tongue Lash +11 vs PD (1d3 nearby targets) - 30 damage  
     Natural Even Roll: The target is grabbed.

Gore  +11 vs AC - 42 damage  
     Natural Roll of 16+: The target is stunned.

Crucify Hope  +11 vs MD - 42 damage  

     Natural Even Roll: The target loses a recovery.
    Natural Roll of 16+: The target takes an additional 42 points of damage. If the target dies they cannot be resurrected.


AC 22

PD 20         HP 180

MD 16


Thursday, October 6, 2016

31 Nights of Halloween: Lunavore for 13th Age




The Prince of Shadow's exploits often reshape the world, but sometimes he pushes things too far. Sometimes he meddles and angers too much. Occasionally, he even drives his enemies to the brink of madness. 
   The Lunavore is one such madness. Argon of Prave's schemes were bested by the Prince one too many times. Argon is an mage-priest of great puissance and even greater anger. The Prince of Shadows could not help himself from provoking him, merely for his fantastical tirades. But the Prince pushed Argon's fury to the point that he decided to create, through his faith and his spells, a weapon that could undo the Prince of Shadows for good. How can you have a shadow if there is no light to create it? Now Argon wasn't completely insane yet, so he knew he couldn't destroy the Sun, but the Moon, well what would that really hurt?




LUNAVORE
14th level huge wrecker [ABERRATION]
Initiative: +0

Onslaught +19 vs PD (1d6 nearby targets) - 250 damage  
     Miss: 100 damage

Crush  +19 vs MD - 405 damage  

     Natural Roll of 16+: The target is stunned.

Swallow the Moon: At the start of each of the lunavore's turns, roll a d8 to see if it can it roll below the escalation die and grab the moon in it's gaping maw.
   After it's fifth success the lunavore swallows the moon completely.


AC 28

AC 28         HP 1728

MD 24



Monday, October 3, 2016

The Old World: Wight Knight of the Vampire Counts for 13th Age #MonsterMonday

#MonsterMonday





Wight Kings were once ancient and immensely powerful human warlords that had at one time occupied the lands of present day Sylvania in the days before the founding of the Empire. When imbued with Dark Magic, these ancient warlords rise from their crypts as Wight Kings, eyes glowing with unnatural life. Originally, these remains were once protected by ancient runes and talismans conducted by the earliest forms of wizards or shamans to aid in warding off potential grave robbers and scavengers from desecrating their resting places.

WIGHT KNIGHT for 13th Age
8th level wrecker [UNDEAD]
Initiative: +5
Vulnerability: Holy

Baleful Bladed +13 vs PD - 38 damage  
     Natural Roll Even Roll: The target is dazed with fear.


Nastier Specials
Dark Magic: At the start of each of the wight knight's turns it regains 20 Hit Points

AC 24

AC 22         HP 180

MD 22

Fear: 60



The Old World: Necromancer of the Vampire Counts for 13th Age #MonsterMonday

#MonsterMonday





Necromancers are amongst the most cursed of all those who practice the magical arts, for they have damned their souls and exchanged their humanity for the ability to raise the dead and command them to wage war upon the living. Such willingness to damn one's soul is often a sign of desperation, for at the heart of each Necromancer's morbid obsession is the need to escape the inevitability of death and to subjugate and punish those who have persecuted him in the past, regardless of the cost. Once these men go upon this dark road, there is no going back, for although they may extend their lives beyond the mortal limit, death is still an inevitability, and the Death God shows little mercy for those who would transgress his will and deathly domain.


NECROMANCER
4th level spoiler [HUMANOID]
Initiative: +2

R: Death-Laced Sorcery +9 vs PD - 14 damage  
     Natural Even Roll: The target is dazed until the end of it's next turn.
     Natural Odd Roll: Fear grips the target until the end of it's next turn.
     Natural Roll of 16+: The target takes 5 ongoing damage.

R: Grave Curse +9 vs MD (1d3 nearby enemies) - 10 damage  

Command The Dead: At the start of each of the necromancer's turns, roll a d4 to see if it can summon an undead servant. If the roll is equal to or less than the escalation die, the necromancer summons a skeleton warrior if the die is odd or a human zombie if the die is even
   After the first success, the grace die bumps up to a d6. After the second success, it’s a d8, then a d10 after the third success. The fourth success is a d12, and finally a d20 after the fifth one. 

Nastier Specials
Necromancy:  When the necromancer is reduced to 0 hit points, if the escalation die is odd they regain 20 hit points.

AC 20

AC 18         HP 54

MD 14



Tuesday, September 27, 2016

The Old World: Zombie Dragon of the Vampire Counts for 13th Age




Zombie Dragons are the reanimated corpses of long-dead Dragons that were raised from their resting place within the Plain of Bones by the use of powerful Dark Magic. The Plain of Bones is a harsh and lifeless landscape of multicolored sand and tainted rock located to the east of the World's Edge Mountains, from which protrude huge rib cages of ancient primeval Dragons. This is the place where Dragons of ancient times once came to die, to rest their bones amongst those of their ancestors as they had done for millions of years, before any other sentient beings walked the world.

   Here lies the bones of the great ancestral Dragons: skulls the size of castle towers lie mingled with leg bones larger than the mast of an Imperial warship. These bones date from the ancients days of the draconic race. Though today's Dragons are of a lesser breed, they are still incomparably mightier than other races of the world. However, following the arrival of Chaos, the Plain of Bones has since become saturated with large amounts of Dark Magic. This magic eventually contaminated the remains of these Dragons, forcing them to rise once more as the first Zombie Dragons.


ZOMBIE DRAGON
11th level huge wrecker [UNDEAD]
Initiative: +10
Vulnerability: Holy

Bone Claws and Flesh-Stripped Teeth +16 vs AC (3 Attacks)     - 210 damage  
     Natural Roll of 16+: The target is weakened.

[Special Trigger] C: Negative Energy Breath +16 vs PD (1d3 nearby enemies) - 90 damage  

     Miss: 6d10 negative energy damage

Intermittent breath: A huge zombie dragon can use negative energy breath 2d4 times per battle, but never two turns in a row. 

Draconic grace: At the start of each of the huge black dragon’s turns, roll a d4 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn. 
   After the first success, the grace die bumps up to a d6. After the second success, it’s a d8, then a d10 after the third success. The fourth success is a d12, and finally a d20 after the fifth one. 
Winged: The zombie dragon hovers and zooms about.

Resist negative energy 18+: When a negative energy attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. 

Nastier Specials
Great Ancestral Dragon:  The zombie dragon uses the escalation die.

AC 27

AC 27         HP 864

MD 21

Fear Threshold 96


Monday, September 19, 2016

The Old World: Abyssal Terrors of the Vampire Counts for 13th Age


Abyssal Terrors, also known as Winged Nightmares is a term given to a wide variety of terrifyingly powerful monsters, living or undead, that serves as combat mounts for only the most war-like Vampires. Some of these monsters are creatures of Chaos born from the mountains, the resurrected hybrids of rapacious beasts or resurrected monsters that were given life with the use of Necromancy. Others are nightmarish creations that were given bodies of writhing blood and flayed skin thanks to the use of science and Dark Magic. The most common of these variants are generally winged creatures.

Other then being forced into servitude, when a powerful Necromancer or Vampire wishes to create a Abyssal Terror of his own, the creation process has more to do with the unholy combination of mad science and dark sorcery than in any natural process. The most talented of the Vampires that create them, such as the hidden brotherhood of the Necrarchs, draw a twisted amusement from such blasphemous births. They use parts harvested from a wide variety of monsters, fusing bone with ragged muscles and sinew together. Their vile creation is finally given animus when Morrslieb is at its fullest and a portion of that cyclopean moon's power is invested in the beast as it lurches and twitches upright. With its birth, the creature is forever bound to the will of his Undead masters.


ABYSSAL TERROR
8th level large wrecker [UNDEAD]
Initiative: +5
Vulnerability: Holy

Mad Science And Dark Sorcery +13 vs AC - 76 damage
     Natural Roll of 16+: And additional 20 damage.

Harvest Parts +13 vs PD - 76 damage
     Natural Even Roll: An additional 10 damage.
     Natural Odd Roll: The target is grabbed.     
     Natural Roll of 16+: The target is weakened.

Winged: The abyssal terror hovers and zooms about.

Nastier Specials
Terrifying:  Fear prevents any nearby creatures from using the escalation die.

AC 24

AC 22          HP 288

MD 18

Fear Threshold 60


Monday, September 12, 2016

The Old World: Terrorgheists for the Vampire Counts #MonsterMonday

#MonsterMonday


Terrorgheist are the largest and most ferocious bat species to have ever existed, so large and terrifying that they've grown to the size of Dragons. In the hidden reaches of Sylvania, these titanic bats soar out from their caves to hunt horses, caravans and pegasi under the sickly skies. It is the ambush tactic of the creatures that give them their truly terrifying reputation. A Terrorgheist's vision is poor, so the swooping monstrosity ensures that its prey is rendered motionless by emitting a piercing shriek so loud and unexpected it can stun even a Bretonnian warhorse into paralysis. At that precise moment, the Terrorgheist will dive down, gather up rider and mount in its talons, and return to its lair to glut itself on the warm blood of it's victims.


TERRORGHEIST
6th level wrecker [UNDEAD]
Initiative: +4
Vulnerability: Holy

Disease-Ridden Tooth and Claw +11 vs AC - 63 damage
     Natural Even Roll: 10 additional damage.

Deathly Shriek +11 vs PD (1d3 Nearby Enemies) - 63 damage
     Natural 16+: The target is stunned.

Nastier Specials
Necromantic Gift: Roll a d6, if it's less than the escalation die the terrorgheist heals 20 points of damage.

AC 16

PD 20          HP 270

MD 22

Fear Threshold 30

Tuesday, September 6, 2016

Of Mars: Banth for 13th Age




Banths are large predators, somewhat analogous to the earthly lion, which hunt in the low hills near the long-dead seas of Mars. They have long, sinuous bodies, completely hairless except for a bristly mane around the neck, and supported by ten legs, and powerful jaws with several rows of needle-like teeth. The eyes of a Banth are protruding and green.


BANTH
4th level wrecker [BEAST]
Initiative: +8

Claw, Claw, Claw, Claw, Bite +9 vs AC - 14 damage
     Natural Even Roll: The target is grabbed

     Natural Roll of 16+: An additional 7 damage


Fearsome: Banths use the escalation die.

Nastier Specials
Several Rows of Needle-Like Teeth +9 vs PD -10 damage
     Natural Roll of 16+: The target is hampered


AC 20

PD  18          HP 54

MD 14

Fear Threshold 18

Sunday, September 4, 2016

The Old World: Hexwraith of the the Vampire Counts for 13th Age




Hexwraiths, also known as Reaper Knights are ethereal spirits born from the depths of the Underworld, sent forth into the world of the living to hunt down those evil men who would dare to defy their fate and the will of the Death God. The first sightings of the Hexwraiths are shrouded in mystery, but it is said that they are created on the cursed night of Hexensnacht, the first day of the New Year, tearing their way into the mortal realm from the bowels of the Underworld. The Hexwraith's shade-like existence leaves it with a hunger that only the succour of a damned soul can sate.


HEXWRAITH
6th level spoiler [UNDEAD]
Initiative: +8
Vulnerability: Holy

Consume Soul +11 vs PD - 42 damage
     Natural Roll of 16+: The target is hampered.

Reaper's Scythe +10 vs AD - 35 damage

     Natural Even Roll: The target is stuck.

Spectral Steed: The hexwraith hovers and zooms about on it it's steed.

Nastier Specials
Wraith: This creature has resist damage 16+ to all damage (yes, even holy damage) except force damage, which damages it normally.      A wraith can move through solid objects, but it can’t end its movement inside them.

AC 22

AC 20          HP 180

MD 16

Fear Threshold 30

Tuesday, August 23, 2016

Of Mars: Plant Men for 13th Age





The adults of the species can grow to a height of ten to twelve feet standing erect, the children of the species grow out from the parents' armpits, appearing identical to the adults. They are cycloptic, possessing only one eye in the center of their faces. The eye is pure white, with no apparent iris or pupil. There is no mouth in the head, and the nose consists of one nostril, which resembles a bloodless bullet wound. The head is covered with thick black hair, which can grow to a length of eight to ten inches. Each hair is about as thick as an angleworm and moves independently of the others; these act as the creature's ears. The rest of the body is humanoid in shape, but the feet are three feet long and very broad and flat, and the arms are short and undulating, not unlike an elephant's trunk. The hands are tipped with razor-sharp claws, and in each palm lies a mouth; the claws shred the leaves and grasses that make up the bulk of the plant men's diet so that they can be easily swallowed. Completing the anatomy is a tail which is round at the base but becomes flat at the tip. The "blood" of a plant man is green and sticky, resembling syrup.

The plant men travel in packs, using their broad feet to launch themselves into the air, not unlike the earthly kangaroo. The brain is only slightly larger than the tip of the pinky of an adult human, and is only capable of directing the plant man's movements and processing what they see and hear. They are incapable of any sort of reasoning, acting only on instinct. Their diet consists of plants and blood from animals. If threatened, they leap into the air and strike their foe with their tails, which are so strong that one blow can crack the skull of a Green Martian as if it were an egg.



PLANT MEN
2nd level spoiler [PLANT]
Initiative: +3

Tail +7 vs PD - 10 damage
     Natural Roll of 16+: The target is stunned.


Pack: There are 1d4+1 Plant Men.

Nastier Specials
It's Claws Have Mouths On Their Palms! vs AC - 7 damage

     Natural Even Roll: The target is weakened.

AC 18

AC 16          HP 36

MD 10

Monday, August 22, 2016

The Old World: Black Knights of the Vampire Counts for 13th Age #MonsterMonday

#MonsterMonday




Black Knights are the horrific reanimated corpses of long-dead tribal chieftains and primeval knights who were raised from their resting place by Necromancers and Vampires. In the times before the Empire, there were few domesticated horses, and horsemen were exceedingly rare. In most tribes, a steed was a symbol of wealth and status. So it was often that only a chieftain and his closest warriors would ride mounted into battle, the wealthiest of their number clad in crude iron plate and carrying stout shields. When these early knights died, their horses were ritually killed and buried in the barrows alongside their masters so that they may carry their deceased master into the afterlife.


BLACK KNIGHT
7th level wrecker [UNDEAD]
Initiative: +6
Vulnerability: Holy

Sword and Shield +12 vs AC - 28 damage
     Natural Roll of 16+: An additional 10 damage.

Nightmare Steed: Black Knight's may take a movement action as a free action.

Nastier Specials
Cohorts: As an action a Black Knight 1d3 Skeleton Warriors.

AC 24

AC 21          HP 108

MD 19

Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...