Bestiary

1 entries found.

Remnant
level9
At Def Ag Int Phys Pre Spi H S W Ar MD Mv Fer Quick
14
14
14
15
5
15
5
40
8
12
5
8
1
2
151
Touch
:
A19
D14
Init15
damD4+1
Ignores Armour. Drain 2 points from Phys or Spi.
Black Ray
:
A30
D14
Init15
damD12+1
Ignores Armour. Ranged 3.
As is the way of all creatures of Clay, all Keldians must eventually die. Even the most mighty magics of the Orders cannot prevent this, but there are always those so desperate to live that they will explore any means to do so. For some this means embracing the magic of the White Order, while others quest for the fabled Immortality Stone, or some artefact of the Ancients said to extend life forever. All such attempts fail, indeed many are themselves fatal, but sometimes they involve powers sufficient to rip the spirit from the body. Occasionally some part of the Keldian's spirit remains as a Remnant, a powerful Undead creature still obsessed with the quest for immortality.

Each Remnant has a different appearance, depending on what power or misadventure created them. Many are no more than shadows, inky figures with gaps or white lights for eyes. Others are twisted or animated corpses, or ghosts clad in shreds of their former body and clothing. Regardless of appearance they all have the standard immunities of Spirits.

Remnants are driven by the desire to escape their half-life and claim the immortality they feel they deserve. The touch of a Remnant drains the vital energy of living things, inflicting Physical and Spirit damage as well as (or if it wishes, instead of) Health. The Remnant then adds these points to its own Attributes, often growing some sort of body as it does so. Stolen points can be used to increase any Attribute, one for one. Reaching 10 Physical gives the Remnant a solid body which can pass for living if the Remnant's Spirit is also 10 or more. (The lower this Spirit, the more corpse-like the body looks.) If the Remnant currently has a solid body it can (and will) use weapons and armour. If the Remnant currently has a Spirit of 10 or more then it may use Red or Black Order magic as if it was a level 6 Mage (a given Remnant will use one or the other, not both). Stolen attribute points are not permenant. Each day a Remnant will lose 1 point from each attribute until it returns to its normal score.

Anyone who has lost Spirit to a Remnant may fall under its control if they fail a Spirit vs. Presence roll. The Remnant may spend Health or Spirit for 1 for 1 bonuses when making such rolls. Someone so charmed by a Remnant will follow its orders until such time as the drained Spirit heals. The Remnant will usually use this ability to send minions to steal secret knowledge, obtain artefacts, or prevent others from doing so, all to further its continuing quest.

Remnants may also dominate other Undead in the same manner, and are capable of using their touch even on immaterial creatures. When they do so they can redirect the usual urges of these creatures and co-opt them to their own. Remnant lairs are often guarded by other Undead, who may recover Spirit at a slower rate than living creatures. It is rare that a Remnant can drag itself away from its pursuits to fight intruders in person. When it does so it will generally attempt to drain and then dominate targets as quickly as possible. Only when this is not possible will the Remnant use its other combat abilities. Once per round, instead of making a touch, they can release a black ray that deals damage. Alternatively it can spend a round altering its attributes by moving points. Up to 6 points may be moved in one round.