Siege of the Village

Undead Malice

At the start of any undead's turn, you can spend malice to activate one of the following features.


Ravenous Horde (2 Malice)
At the end of this round, each hero not already adjacent to one or more undead is beset by two rotting zombies who burst up from the ground to appear in adjacent unoccupied spaces. Each zombie is winded. This feature can't be used two rounds in a row.

The Grasping, the Hungry (5 Malice)
Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. Any creature who ends their turn adjacent to an affected square makes an Agility test.
≤ 11: 5 damage; restrained (save ends)
12-16:5 damage; restrained (EoT)
17+: 5 damage
Effect: While restrained this way, a creature takes 1d6 damage at the start of each of their turns.

Dread March (7+ Malice)
Up to four undead in the encounter move up to their speed and can make a free strike. The number of undead affected increases by 1 for each additional Malice spent on this feature. If an undead is reduced to 0 Stamina during this dread march, they don't die until the march is resolved.

Zombie

Undead Level 1 Horde Brute
EV 3

Size Speed Stamina Stability Free Strike
1M 5 20 1 2

Immunity: Corruption 1, poison 1 Weakness:
Movement:

Might Agility Reason Intuition Presence
+2 +1 -5 -2 +1

Clobber and Clutch 2d10+2 Signature Ability
Melee, Strike, Weapon Main Action
Melee 1 One creature or object
≤ 11: 4 damage
12-16:6 damage
17+: 7 damage; grabbed
Effect: A target who starts their turn grabbed by the zombie takes 2 corruption damage. A creature who takes 5 or more corruption damage this way becomes insatiably hungry for flesh, and must complete the Find a Cure downtime project in Draw Steel: Heroes to end this effect.

Zombie Dust (3 Malice) 2d10+2
Area Maneuver
2 Burst Each enemy in the area
Effect: The zombie falls prone, expelling a wave of rot and dust.
≤ 11: 2 corruption damage
12-16:3 corruption damage; M < 1 weakened (save ends)
17+: 4 corruption damage; M < 2 dazed (save ends)

Endless Knight
The first time the zombie is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 10 Stamina and fall prone.

Rotting Zombie

Undead Level 1 Minion Brute
EV 3 for four minions

Size Speed Stamina Stability Free Strike
1M 4 5 0 2

Immunity: Corruption 1, poison 1 Weakness:
Movement: With Captain: +1 damage bonus to strikes

Might Agility Reason Intuition Presence
+2 -2 -5 -2 -3

Rotting Fist 2d10+2 Signature Ability
Melee, Strike, Weapon Main Action
Melee 1 One creature or object per minion
≤ 11: 2 damage
12-16: 4 damage
17+: 5 damage; M < 2 prone if size 1, or slowed (save ends) otherwise

Death Grasp
When the rotting zombie is reduced to 0 Stamina, their space is difficult terrain. The first time any enemy who has M < 2 enters this space, they are slowed (save ends) and the effect ends.

Ghoul

Undead Level 1 Horde Harrier
EV 3

Size Speed Stamina Stability Free Strike
1M 7 15 0 1

Immunity Corruption 1, poison 1 Weakness
Movement

Might Agility Reason Intuition Presence
+0 +2 +0 +2 +0

Razor Claws 2d10+2 Signature Ability
Charge, Melee, Strike, Weapon Main Action
Melee 1 One creature or object
≤ 11: 3 damage
12-16: 4 damage
17+: 5 damage; M < 2 bleeding (save ends)

Leap
Maneuver
Self Self
Effect: The ghoul jumps up to 3 squares. If they land on a size 1 enemy, that enemy is knocked prone and the ghoul can make a free strike against them.

Arise
The first time the ghoul is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

Hunger
When the ghoul uses the Charge main action, they gain a +2 bonus to speed until the end of their turn.

Soulwight

Undead Level 1 Horde Hexer
EV 3

Size Speed Stamina Stability Free Strike
1M 5 10 0 1

Immunity: Corruption 1, poison 1 Weakness:
Movement:

Might Agility Reason Intuition Presence
+2 +1 +0 +0 +1

Soulstealer Longsword 2d10+2 Signature Ability
Melee, Strike, Weapon Main Action
Melee 1 One creature or object
Effect: The target appears to rapidly age each time they take damage from this ability. The target regains their former appearance when the soulwight is destroyed.
≤ 11: 3 corruption damage
12-16: 4 corruption damage; M < 1 slowed (save ends)
17+: 5 corruption damage; M < 2 slowed and weakened (save ends)

Stolen Vitality (3 Malice)
Magic, Ranged Maneuver
Ranged 5 One ally
Effect: The target regains 10 Stamina. The soulwight can't use this maneuver again until after they strike a creature with their Soulstealer Longsword.

Arise
The first time the soulwight is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

Plagued Zombie

Undead Level 2 Elite Controller
EV 16

Size Speed Stamina Stability Free Strike
1M 5 60 2 5

Immunity: Poison 3 Weakness:
Movement: Climb

Might Agility Reason Intuition Presence
+1 +0 +0 +2 +0

Plague Spreader 2d10+2 Signature Ability
Area, Magic Main Action
3 Burst Each enemy in the area
≤ 11: 5 poison damage; I < 0 frightened (save ends)
12-16: 8 poison damage; I < 1 frightened (save ends)
17+: 10 poison damage; I < 2 frightened (save ends)
Effect: The area is filled with a cloud of pestilence that lasts until the start of the plagued zombie's next turn. Any creature who enters the area for the first time in a round or starts their turn there takes 3 poison damage.

Pestilential Death
When the plagued zombie is reduced to 0 Stamina, they explode, dealing 1d6 poison damage to each adjacent enemy and object.

Flammable Oil

Level 1 Trap Ambusher
EV 2 per 10 x 10 patch

A patch of flammable oil or pitch on the ground is ready to be ignited.

Stamina:

Size: One or more squares


Deactivate
As a maneuver, a creature adjacent to a patch of flammable oil can make an Agility test.
≤ 11: The creature ignites the oil and is affected as if in its area.
12-16: The oil temporarily ignites before safely burning out, and the creature takes 3 fire damage and is burning (save ends).
17+: The oil is rendered safe and can't be ignited.

Activate
The flammable oil triggers when a creature or object in a square of oil takes fire damage, or a creature or object enters a square of burning oil or starts their turn there.
Effect: The triggering creature or object takes 3 fire damage and is burning (save ends). A burning creature takes 1d6 fire damage at the start of each of their turns. A burning object takes 1d6 fire damage at the end of each round.

Concealed Oil (+1 EV)
The oil is hidden until it ignites.
Allied Awareness
Allies who have weapons are equipped with torches. Any ally can use a maneuver to throw a torch up to 5 squares and ignite the flammable oil.

Spike Trap

Level 2 Trap Ambusher
EV 3

A pit dug into the ground is filled with spikes, and camouflaged to avoid detection.

Stamina: 6

Size: One or more squares

Typical Space: 2x2-square area


Deactivate
As a maneuver, a creature adjacent to a spike trap can make an Agility test.
≤ 11: The creature triggers the trap and is affected as if in its area.
12-16: The trap is deactivated but the creature is slowed (EoT).
17+: The trap is deactivated and doesn't trigger.

Activate
The spike trap is calibrated to be triggered by creatures or objects of a particular size or larger. The trap triggers when a creature or object of the appropriate size enters its area.
Effect: The Spike Trap ability.

Spike Trap 2d10+2
Area, Weapon Free Triggered Action
Melee 0 The triggering creature or object

Trigger: A creature or object of the appropriate size enters the trap's area.

≤ 11: 3 damage; the target shifts 1 square away from the trap
12-16: 4 damage; the target falls into the pit; A < 0 prone
17+: 6 damage; the target falls into the pit; A < 1 prone; restrained (save ends)
Effect:The target ends their movement when they enter the trap's area. The pit is typically 2 squares deep. The trap must be manually reset.

Hidden
The spike trap is hidden until triggered or detected.
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