A servant of dark powers, The Lone Horseman comes in the night, tracking, hunting and killing its masters enemies.
The Lone Horseman
Armor - 2(18)
HD - 7d10+4
Int - 12
Move - 20(60)
ToHit - 12(+6)
Atx - 2x Horsemans Sabre d8+4 plus 2x Trample and Bite 2d10/d8
When a Lone Horseman is summoned it requires a piece of its target. Its ability to locate its prey is based upon the item used. Blood or flesh 90%, an item of importance to the victim 75%. an item cast off by the victim 50%. Magical non detection lowers the percentage by 10 per level of the caster of the non detection spell. Items of non detection reduce the chance by 50%. (GM should make this role anytime the prey is actively attempting to hide from the Horseman. The time it takes for a Lone Horseman to track its victim is equal to 2d12 days from its summoning.
Random hunting tactics and weaponry
1. Lasso 50ft reach
2. Horseman's Lance +3 to charging attack
3. Longbow with poison arrows d8+6 save vs Paralytic Poison
4. Travel through shadows, the horseman can ride in and out of shadows charging from impossible angles
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