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<blockquote data-quote="Voadam" data-source="post: 7898831" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/263366/The-Book-of-Ages?affiliate_id=17596" target="_blank">The Book of Ages</a></p><p>13th Age</p><p><strong>Undead:</strong> The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead.</p><p>They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead.</p><p>Necroblast Sorcerer or Wizard talent.</p><p><strong>Lich King:</strong> If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King?</p><p>Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King.</p><p>Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil.</p><p><strong>Dragon-Lich, The White:</strong> If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King?</p><p><strong>Evil Overlord Undead Horror:</strong> ?</p><p><strong>Undead Dragon-Golem Justicar:</strong> Using magic taken from the Necromancers of the Fangs.</p><p><strong>Primordial Giant Skeleton:</strong> Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis.</p><p><strong>Snapping Skull:</strong> Primordial Giant Skeleton's Skull Bowling power.</p><p><strong>Undead Giant:</strong> ?</p><p><strong>Underhome Shade:</strong> Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still.</p><p><strong>Ichor Vampire:</strong> Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood.</p><p><strong>Feral Vampire:</strong> ?</p><p><strong>Breathstealer Cat:</strong> ?</p><p><strong>Breathstealer Thrall:</strong> If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall.</p><p>Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time.</p><p><strong>Blackamber Skeletal Captain:</strong> ?</p><p><strong>Blackamber Skeletal Champion:</strong> ?</p><p><strong>Blackamber Skeleton:</strong> ?</p><p><strong>Bone Dervish:</strong> ?</p><p><strong>Dervish Puppet:</strong> Bone Dervish's Raise Minion power.</p><p><strong>Necromage:</strong> Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope.</p><p><strong>Ratbone Twist:</strong> Ratfolk Bone Shaman Bone-Curse power.</p><p><strong>Hog-Ghoul:</strong> Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest.</p><p><strong>Ghoul Giant:</strong> ?</p><p><strong>Rootwight:</strong> ?</p><p><strong>Undead Corsair:</strong> These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or:</p><p>• Add vulnerability: holy</p><p>• Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye!</p><p><strong>Undead Corsair Marine:</strong> ?</p><p><strong>Zombie Pirate Captain:</strong> Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege.</p><p><strong>The Alchemist, Lich:</strong> Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King.</p><p><strong>Mind-Eater Wraith:</strong> Mind-Eater Wraiths made from broken rings.</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Blackamber Legionnaire:</strong> ?</p><p><strong>Vampire:</strong> Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three).</p><p><strong>Zombie:</strong> Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three).</p><p><strong>Lich:</strong> Wealthy lords would hire the best alchemists and necromancers to turn them into liches.</p><p><strong>Headless Zombie:</strong> ?</p><p><strong>Skull of the Beast:</strong> ?</p><p><strong>The Gold King:</strong> The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead.</p><p>The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves.</p><p><strong>Great Ghoul, Ghoul King:</strong> The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world.</p><p></p><p>Necroblast</p><p>Once per day, before you cast a spell, you may declare it to be a necroblast. The spell’s damage type becomes negative energy damage in addition to its usual type. If any non-undead nonmooks are destroyed by the spell, they become undead under your control.</p><p>In battle, these undead creatures crumble at the end of their next turn, or if they are hit by any other attack, but may make a move and a basic attack under your control. The creatures are considered weakened (–4 to attacks and defenses).</p><p>Alternatively, if you do not wish to force the creatures to fight for you, the undead creature will perform one brief service for you after the battle before crumbling, like answering a question, guiding you a short distance, carrying you across some obstacle, or a brief improvised entertainment.</p><p>If no creatures are destroyed by the necroblast, you gain no added benefit.</p><p>Adventurer Feat: If you don’t kill any non-mooks with the spell, your necroblast ability isn’t expended.</p><p>Champion Feat: Reanimated creatures aren’t weakened.</p><p>Epic Feat: The service you demand out of battle doesn’t have to be a brief one. Instead, they serve you at least until your next full heal-up, and possibly longer. Creatures who are forced to serve still won’t fight for you.</p><p></p><p>R: Skull Bowling +13 vs PD (1d3+1 nearby or far away enemies)—The giant removes its skull, creating a Snapping Skull and rolls it over an unpredictable set of foes. Any foes hit with this attack take 50 damage. The Snapping Skull ends up engaged with one of the foes targeted with skull bowling.</p><p>Natural 16+: The snapping skull may make a free skull snap attack on this enemy as it passes, or as it ends the attack engaged with the enemy.</p><p>Limited use: 1/battle.</p><p>Where’s my head: If a snapping skull is nearby (even if it originally belonged to a different giant!), the Primordial Giant Skeleton may pick it up instead of attacking, giving it another use of skull bowling.</p><p>Separate elements: The primordial giant skeleton doesn’t lose any hit points or abilities by detaching its skull from its body, but you’ll track damage dealt to the snapping skull as a separate creature throughout the battle, and if the snapping skull is destroyed while separated from the body, the primordial giant skeleton is weakened (–4 to all attacks and defenses) unless it’s temporarily wearing a different giant’s skull!</p><p> </p><p>C: Raise minion +12 vs. PD (1d4 nearby enemies who are not engaged by a dervish puppet)—10 damage, and add a dervish puppet to the battlefield that’s engaged with that target. (The dervish puppets all act immediately after the bone dervish.)</p><p></p><p>R: Bone-curse +9 vs. MD (1d4 nearby or far-away enemies)—5 damage, and each foe is engaged with a ratbone twist, a swirling swarm of dead rats bones and filth. While engaged by a ratbone twist, the target is considered vulnerable to the attacks of ratfolk. The ratbone twist can be targeted as a nonmook undead enemy, and destroyed by any attack (assume it’s got an AC, PD and MD of 5 and 5 hit points). Ratbone twists are also destroyed if an enemy successfully pops free from them (they stay engaged on a failed attempt to disengage, and move with their foe.)</p><p>If the target is already engaged by a ratbone twist when targeted by this attack, then the target takes 2d6 damage for every existing ratbone twist engaging them.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7898831, member: 2209"] [URL=https://www.drivethrurpg.com/product/263366/The-Book-of-Ages?affiliate_id=17596]The Book of Ages[/URL] 13th Age [b]Undead:[/b] The Necromancers of the Fangs, that famous cabal of wizards who raised vast armies of the dead. They were loyal beyond death to the Tyrant Lizard, reincarnating alongside her when they fell in battle. When she vanished, so did they. A few might survive as bodyguards sworn to the Black Dragon. Equally, the Lich King could raise some as undead, or the Diabolist draw some of their souls back from the dead. Necroblast Sorcerer or Wizard talent. [b]Lich King:[/b] If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? Now, the tales differ on certain specifics. For example, it’s not known why the Lich King rose in this age after spending so many centuries safely dead. Some tales sympathetic to the old master insist that the Empire was under the control of a cruel and brutish Emperor, a man so vile that the peasants prayed for the Wizard King to return and retake his domain. The sages in Horizon speculate that this was the culmination of some long-planned ritual or contingency, and that it look the Lich King many ages to gather the necromantic power he needed to become a demilich. In certain secret councils of the wise, they fear that the disappearance of the Hooded Woman must be connected to the rise of the Lich King. Others, reasonably, blame tomb-robbing adventurers for awakening an ancient evil. [b]Dragon-Lich, The White:[/b] If, in fact, the Wizard King that slew the White went ahead and reanimated its corpse as a dragon-lich, shouldn’t that have been a clue to the transformation that was to come, Wizard King into Lich King? [b]Evil Overlord Undead Horror:[/b] ? [b]Undead Dragon-Golem Justicar:[/b] Using magic taken from the Necromancers of the Fangs. [b]Primordial Giant Skeleton:[/b] Ages later, the Lich King, out of some perverse whimsical revenge, created titanic horrors from the long-buried corpses of the giants who sacked Axis in the First Age. The necromantic spells that animate them take years to seep through the soil, so it’s not uncommon for giant skeletons to suddenly rise from their First Age barrows and stumble off in the direction of Axis. [b]Snapping Skull:[/b] Primordial Giant Skeleton's Skull Bowling power. [b]Undead Giant:[/b] ? [b]Underhome Shade:[/b] Many dwarves perished in the destruction of Underhome. Some were taken unawares by the poisonous gases, but others lingered too long, trying to gather up their treasure before fleeing. They linger still. [b]Ichor Vampire:[/b] Ichor vampires once fed on the blood or congealed ichor of a divine entity—a terrible mistake. The vampires are unable to wholly digest the divine essence, nor can they ever be satisfied with weak, thin mortal blood. [b]Feral Vampire:[/b] ? [b]Breathstealer Cat:[/b] ? [b]Breathstealer Thrall:[/b] If a humanoid creature dies near the breathstealer cat, it returns next round as a breathstealer thrall. Breathstealer cats are spies and saboteurs sent by the Lich King. They sneak into hospitals and the homes of the dying, so they can steal the last breath from a victim. Consuming the last breath allows the cat to animate the deceased as an undead thrall, though a cat can only have one or two thralls at a time. [b]Blackamber Skeletal Captain:[/b] ? [b]Blackamber Skeletal Champion:[/b] ? [b]Blackamber Skeleton:[/b] ? [b]Bone Dervish:[/b] ? [b]Dervish Puppet:[/b] Bone Dervish's Raise Minion power. [b]Necromage:[/b] Only the Lich King would create undead capable of drawing on the powers of the dead to crowdsource their spell casting. Absolutely. No other icon would ever experiment with such things. And no other icon would ever, ever be the effective ruler of a highly populous Imperial city with lots of graveyards. Nope. [b]Ratbone Twist:[/b] Ratfolk Bone Shaman Bone-Curse power. [b]Hog-Ghoul:[/b] Not all ghouls descend from human stock. The Ghoul King’s scavenger host bred these ghastly, carnivorous boars who snuffled out buried corpses in graveyards like truffles in a forest. [b]Ghoul Giant:[/b] ? [b]Rootwight:[/b] ? [b]Undead Corsair:[/b] These stats reflect the few remaining living corsairs of the south coast. If you want to turn them into undead corsairs, then either murder them and raise them with dreadful necromantic incantations, or: • Add vulnerability: holy • Replace cowardly with: won’t stay dead: If at the start of the Corsair Crewman’s turn, there are more enemies on the battlefield than allies, the corsair crewman gains another use of more of ye! [b]Undead Corsair Marine:[/b] ? [b]Zombie Pirate Captain:[/b] Many corsairs perished in the deep waters, but later returned as undead horrors. In the Midland Sea, such undead revenants are in the service of the Lich King, while those who died in the Iron Sea and weren’t eaten by sea monsters are free-willed independent undead without a liege. [b]The Alchemist, Lich:[/b] Other tales say that the Alchemist was resurrected as a lich, and is now a vassal of the Lich King. [b]Mind-Eater Wraith:[/b] Mind-Eater Wraiths made from broken rings. [b]Ghoul:[/b] ? [b]Blackamber Legionnaire:[/b] ? [b]Vampire:[/b] Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). [b]Zombie:[/b] Necromages are adept at drawing on the dead to fuel their rituals. A necromage with access to a great many corpses can cast epic-level rituals on its own (like, say, opening teleportation gates to the Necropolis, creating champion-tier zombie plagues, or raising a vampire or three). [b]Lich:[/b] Wealthy lords would hire the best alchemists and necromancers to turn them into liches. [b]Headless Zombie:[/b] ? [b]Skull of the Beast:[/b] ? [b]The Gold King:[/b] The wars between elf and dwarf that began the age were soon eclipsed by other perils. The sheer slaughter birthed a terrible lord of the undead. The Gold King was a corrupt dwarf who, by some accounts, refused the command of the Dwarf King to leave Underhome. Some tales claim that the Gold King died of poison and rose again as an undead monster; other stories insist that the Gold King deliberately transformed himself into an undead horror to survive in the poisoned reaches. Some even say that the Gold King was actually the true Dwarf King, and that the King who ordered the dwarves to abandon Underhome was a facsimile conjured by the treacherous illusions of the dark elves. [b]Great Ghoul, Ghoul King:[/b] The Great Ghoul was presented in Lions & Tigers & Owlbears: 13th Age Bestiary 2 as a fallen icon. Perhaps one of the Great Ghoul’s secrets is that it was a god before it was an icon? When the other gods retreated, the Great Ghoul remained to decay as part of the mortal world. Necroblast Once per day, before you cast a spell, you may declare it to be a necroblast. The spell’s damage type becomes negative energy damage in addition to its usual type. If any non-undead nonmooks are destroyed by the spell, they become undead under your control. In battle, these undead creatures crumble at the end of their next turn, or if they are hit by any other attack, but may make a move and a basic attack under your control. The creatures are considered weakened (–4 to attacks and defenses). Alternatively, if you do not wish to force the creatures to fight for you, the undead creature will perform one brief service for you after the battle before crumbling, like answering a question, guiding you a short distance, carrying you across some obstacle, or a brief improvised entertainment. If no creatures are destroyed by the necroblast, you gain no added benefit. Adventurer Feat: If you don’t kill any non-mooks with the spell, your necroblast ability isn’t expended. Champion Feat: Reanimated creatures aren’t weakened. Epic Feat: The service you demand out of battle doesn’t have to be a brief one. Instead, they serve you at least until your next full heal-up, and possibly longer. Creatures who are forced to serve still won’t fight for you. R: Skull Bowling +13 vs PD (1d3+1 nearby or far away enemies)—The giant removes its skull, creating a Snapping Skull and rolls it over an unpredictable set of foes. Any foes hit with this attack take 50 damage. The Snapping Skull ends up engaged with one of the foes targeted with skull bowling. Natural 16+: The snapping skull may make a free skull snap attack on this enemy as it passes, or as it ends the attack engaged with the enemy. Limited use: 1/battle. Where’s my head: If a snapping skull is nearby (even if it originally belonged to a different giant!), the Primordial Giant Skeleton may pick it up instead of attacking, giving it another use of skull bowling. Separate elements: The primordial giant skeleton doesn’t lose any hit points or abilities by detaching its skull from its body, but you’ll track damage dealt to the snapping skull as a separate creature throughout the battle, and if the snapping skull is destroyed while separated from the body, the primordial giant skeleton is weakened (–4 to all attacks and defenses) unless it’s temporarily wearing a different giant’s skull! C: Raise minion +12 vs. PD (1d4 nearby enemies who are not engaged by a dervish puppet)—10 damage, and add a dervish puppet to the battlefield that’s engaged with that target. (The dervish puppets all act immediately after the bone dervish.) R: Bone-curse +9 vs. MD (1d4 nearby or far-away enemies)—5 damage, and each foe is engaged with a ratbone twist, a swirling swarm of dead rats bones and filth. While engaged by a ratbone twist, the target is considered vulnerable to the attacks of ratfolk. The ratbone twist can be targeted as a nonmook undead enemy, and destroyed by any attack (assume it’s got an AC, PD and MD of 5 and 5 hit points). Ratbone twists are also destroyed if an enemy successfully pops free from them (they stay engaged on a failed attempt to disengage, and move with their foe.) If the target is already engaged by a ratbone twist when targeted by this attack, then the target takes 2d6 damage for every existing ratbone twist engaging them. [/QUOTE]
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