Greater Bonewalker

Bonewalker, Undead; Average; White Soul (400)

Stats

CharacteristicValueAttributeValueSkillValue
Strength60Hit Points45Combat60
Endurance50Wound Thr.15Magic60
Agility30Magicka35Evade30
Intelligence30Stamina5Observe20
Willpower40Initiative+8Stealth10
Perception20Action Pts.3Knowledge-
Personality5Speed5mSocial-
Morale65SizeStd.Physical60

Weapons & Armor

  • • Rending Claws: 1d4; Splitting; Reach 1m
  • • Natural Toughness (2)

Special Abilities

  • • Paralyzing Touch (1 AP + 2 SP): The Greater Bonewalker
  • magically paralyzes a target within 1m as an attack. The
  • target can attempt to resist Paralysis with a -20 Willpower
  • test.
  • • Curse of the Ancients (1 AP + 1 SP): The Greater
  • Bonewalker targets a creature within 50m and magically
  • drains either their Strength or Endurance as an attack. The
  • target suffers a -10 on all tests that use the afflicted Charac-
  • teristic, and the bonewalker gains a +10 on all tests that use
  • the afflicted Characteristic. This effect is cumulative. The
  • target can attempt to resist the Drain with a -20 Willpower
  • test. This affect can only be removed by a level 4 or greater
  • Dispel effect.

Traits

  • • Undead
  • • Diseased (+20): If this creature deals at least one point of
  • damage after mitigation to another character with their
  • natural weapons then that character must test Endurance
  • +20 or contract a Common Disease.
  • • Dark Sight: A creature with this trait can see and act nor-
  • mally in areas with dim or no light.
  • • Grabbing: A Bonewalker’s successful melee attacks auto-
  • matically initiate a Grapple with the target.
  • • Resistance (Frost, Shock, 2): Characters with this trait are
  • resistant to Shock and Frost Damage. They reduce damage
  • of Shock and Frost by 2 after any other mitigation and gain
  • a +20 bonus to tests made to resist non-damaging Shock
  • and Frost effects.
  • • Spiked Hide: Any creature Grappling or Grappled by a
  • Bonewalker take d4 damage on their turn that ignores armor.
  • Bonewolf
  • “Foul beasts, not of this earth. These are creatures brought into
  • existence by black magic. They are a mockery of the true and good
  • wolves that roam this land.” – A Skaal

Encountering Greater Bonewalker

Greater Bonewalkers are a stronger, sturdier cousins of their more common counterpart. Their magical might can cripple victims, stunting their physical capabilities outright rather than merely sapping them temporarily. Unlike the curses of the lesser Bonewalker, the greater Bonewalker’s curses are permanent until dispelled by a skilled healer. These foul undead are typically found guarding the tombs of particularly powerful or influential Dunmer houses, however those skilled in necromancy are known to summon them to serve their profane wills. Bonewolves are the reanimated skeletons of wolves. Beyond the obvious undead features Bonewolves are rather similar to their previous living forms, as such most strategies used in fighting wolves can be used against bonewolves as well.

Loot

  • On a +10 Alchemy test over a Short Rest, a character can
  • harvest and powder DoS doses of the bonewalker’s bonemeal,
  • which are Common Alteration ingredients.
  • On a +0 Alchemy test over a Short Rest, a character can
  • harvest and preserve a sample of Mort Flesh, which is an
  • Uncommon Destruction ingredient. If the character fails
  • this test, they instead contract Common Disease.
  • 2