Ra’Shoth
Ra’Shoth
- 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 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.
Immunities
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
- 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 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.
Immunities
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
- 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 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.
Immunities
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.