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Ra’Shoth
Schism · Tier 1

Ra’Shoth

Ra’Shoth
Base

Ra’Shoth

Magic Creature
75 gold
Health
10
Attack
3
Defense
3
Damage
3–3
Initiative
2
Speed
4
Morale
0
Luck
0

Ra’Shoth, meaning “Small Rift‑Dwellers” in the Vori language, are the most basic lifeforms to emerge from the Rift. Guided by simple instincts, they seek out a higher authority through telepathy and follow their commands without questions.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Flying Movement ignores obstacles and traps.

Active abilities

  • Summoning Rite: Ra’Shoth
    Summoning Rite: Ra’Shoth Once per battle, summons a stack of Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.
    Concentration: 1 Cooldown: 1 round(s) Charges: 1

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Stinging Ra’Shoth
Upgrade

Stinging Ra’Shoth

Magic Creature
100 gold
Health
10
Attack
4
Defense
4
Damage
3–3
Initiative
4
Speed
4
Morale
0
Luck
0

Some Ra’Shoth have developed specialized synapses that enable them to discharge electrical currents from a distance. It is remarkable how adaptive life within the Rift seems to be.

Passive abilities

  • Ranged Attack Can attack enemies at any range. Replaced with a weaker Melee attack if an enemy is adjacent. –50% Melee Damage. Targets 3 or more hexes away take –10% Damage per hex (up to –50%).
  • Flying Movement ignores obstacles and traps.

Active abilities

  • Summoning Rite: Stinging Ra’Shoth
    Summoning Rite: Stinging Ra’Shoth Once per battle, summons a stack of Stinging Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.
    Concentration: 1 Cooldown: 1 round(s) Charges: 1

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

Ferocious Ra’Shoth
Alt. upgrade

Ferocious Ra’Shoth

Magic Creature
100 gold
Health
10
Attack
4
Defense
4
Damage
3–3
Initiative
3
Speed
5
Morale
0
Luck
0

These red‑crested Ra’Shoth are far more aggressive than others, defending themselves with sweeping tentacle strikes. However, they pose a real threat only when attacking in groups.

Passive abilities

  • Melee Attack Can only attack adjacent enemies. Provokes counterattacks.
  • Sweeping Strike Deals Damage to the target and two adjacent enemies to its sides.
  • Flying Movement ignores obstacles and traps.

Active abilities

  • Summoning Rite: Ferocious Ra’Shoth
    Summoning Rite: Ferocious Ra’Shoth Once per battle, summons a stack of Ferocious Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than [ current amount of summoners ] units. These creatures are permanent and remain after the battle.
    Concentration: 1 Cooldown: 1 round(s) Charges: 1

Immunities

Magic CreatureCurse
About class "Magic Creature"

A beast or beast‑like creature. Jadame’s beasts often have fantastical powers; denizens of other planes, even more so. Morale range: –3 to 3. Luck range: –5 to 5. Fallen Magic Creatures count towards the power of Necromancy reanimation after battle.

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