Nakalethi Revenants are an intermediate form of undead, and have the physical traits of dry zombies, including impressive damage resistance, but retain some vestiges of their intelligence and who they were in life. They are a scalable opponent, and while functionally semi-aware zombies, their levels are not set. In combat the revenants use weapons, armor, combat feats, and will cooperate whenever possible. When fighting heroic opponents, they will attempt to incapacitate or capture, and will actively avoid removing limbs and cutting off heads. A sufficiently damaged corpse is difficult or even impossible to reanimate as a revenant, and they are always looking to bolster their ranks.

Revenant Encounters:

Skirmishers

1D6+1 revenants equipped with light armor, and mixture of light melee and ranged weapons. Skirmishers favor short swords, crossbows, and will use environmental dangers to their advantage. If there are five skirmishers, one will be an underground ranger. If six, then there will be either a second ranger, or a dungeon mage. If the max number is rolled, the last member is a skirmisher captain, and will have at least one magic item, and the ability to reanimate destroyed revenants.

Mantraps

Similar to skirmishers, mantrappers are equipped with light armor and light weaponry, but their equipment is specifically used for the purpose of capturing their opponents alive. There will be 2D4 mantraps in the encounter, and the sixth member will be a dungeon mage, the seventh a ranger or dungeon mage, and the eighth will be a mantrap captain, who can cast Hold Person, Charm Person, and Reanimate Revenant, as well as being equipped with at least one magic item.

Scouts

1D6+1 revenants equipped with light armor and medium weaponry. The fifth scout is a pack master and has an additional 1D4+1 undead hounds at it's call. The sixth scout is a night haunter, and has a giant mummified bat in place of a falcon, and uses it accordingly. If the full seven appear, the seventh is a captain, has two magical items, and there is a 20% chance the entire scout patrol is mounted on undead horses. The undead horses have the ability to deal damage, with the most dangerous being a massive bite.

Footmen

2D6+1D4 revenants equipped with medium armor and medium weaponry. Equipment should be determined by the dice, if the D6's roll a three and a four, three should have the same gear, and then the other four can have a different roll. They are well equipped and organized. The number of D6 generated Footmen doesn't change what they gain. The footmen from the D4 are special. The first is a Footman Captain with the ability to Reanimate Revenant. The second is a revenant Bannerman, and the banner is a magic item that provides combat bonuses to the footmen. The third is a Night Haunter with giant bat. The fourth is a Footman Champion, who has two magic items and the ability to use special feats in combat.

Phalanxes

A major force for combat, the phalanx consists of 3D6+1D6 revenant footmen. They are armed with heavy armor, shields, and a polearm, and very specifically work together. Phalanxes hold chokepoints, guard gates, and other locations where force of arms if preferable to relying on spellcraft or the lack of ability of local threats. Phalanxes are well versed in combat. They do not roll on regular equipment, but may have additional loot from their action, including a greater chance of magical items and magical secondary weapons. The solo D6 generates the phalanx leadership. THe first footman is the Phalanx Captain, and has two magical items. The second and third are bannerman and night haunter. The fourth and fifth are regular dungeon mages. The Sixth, if rolled, is a Revenant Champion, with three magic items, and can use multiple combat feats as if they were a player characters.

Dead-At-Arms

Dead-At-Arms are a serious threat, revenants with medium armor and heavy weaponry. An encounter will feature 1D4+1 Dead-At-Arms, and each individual dead-at-arms will be attended by 1D4+1 footmen, or skirmishers, equipped accordingly. If there are five Dead-at-Arms, the fifth will be a Captain, and will be accompanied by 1D4+1 rangers, dungeon mages, and night haunters. If the full five is rolled, there will be a bannerman and a champion dead-at-arms who is the captain's lieutenant and second in command. All Dead-At-Arms have the ability to use combat feats and mobility feats.

Heavy Footmen

2D6+1D4 revenants equipped with heavy armor, shields, and heavy weaponry. Equipment should be determined by the dice, if the D6's roll a three and a four, three should have the same gear, and then the other four can
have a different roll. They are well equipped and organized. The number of D6 generated Heavy Footmen doesn't change what they gain. The footmen from the D4 are special. The first is a Heavy Footman Captain with the ability to Reanimate Revenant. The second is a revenant Bannerman, and the banner is a magic item that provides combat bonuses to the heavy footmen. The third is a Night Haunter with giant bat. The fourth is a heavy Footman Champion, who has two magic items and the ability to use special feats in combat.

Dungeon Mage Cadre

1d4 revenants, equipped with mystic armor and mystic weaponry, typically robes, rods, and the like. The combat abilities of the dungeon mage are low, but they have a number of magical powers, the least of which include Control Undead and Raise Undead, allowing them to quickly surround themselves with skeletons and mundane zombies. They can also Summon Dungeon Monsters, Reactivate Trap, and similar spells that influence and act upon the nature of the dungeon itself. If there are four dungeon mages, the fourth is a Captain Dungeon Mage, and is accompanied by a Dead-at-Arms and has the ability to Summon Nalathai Revenant. This spell allows them to summon additional revenants to their location.

Assassin Cadre

1D4+1 revenants equipped with stealth armor and light weaponry, but all the weapons are either magically inclined to kill, or employ the use of alchemical poisons. The fourth Assassin is an Assassin Captain, and has three magical items and a cape allowing them to hide in shadows and move through them. If there is a fifth assassin, it will be equipped with magical items allowing for a chance at insta-kill, such as arrows of slaying, assassin's daggers, etc. The fifth assassin also has the ability to shadow step, and is functionally an assassin champion.

Black Banners

1D6+1 Revenants equipped with heavy armor, heavy weapons, and armored undead mounts. Each Black banner is supported by 2D4+2 Footmen, or 1D4+2 Heavy Footmen. The sixth Black Banner is a Captain, and is suitably equipped with magic arms and armor, and instead of footmen, has 1D4+2 Dead-at-Arms. If there is a seventh Black Banner, it is equipped with a magic weapon, magic shield, magic armor, and a magic item, or it's undead mount will have a magical item. The Black Banner Champion is accompanied by 1D4 retainers, starting with a banner bearer, then a mounted dead-at-arms, a mounted night haunter, and finally a mounted dungeon mage.

Black Knights

The most elite of the Nakalethi Revenants, the Black Knights represent individuals who were once heroes of Belgar Nakaleth, and represent a variety of character classes, all blended with the martial aspect of being a mounted warrior. Only one Black Knight is encountered at a time, but they themselves are not alone. A Black Knight will be accompanied by an elite cadre related to their secondary class. A spellcaster knight will be supported by a mounted dungeon mage cadre. A ranger or rogue would be supported by an Assassin cadre. Martial characters will have retinues of Black Banners, Dead-at-Arms, and the like. A Black Knight sallying forth from the castle represents the strength of Dyron Kradd, and the action of his will.

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