Monsters of Frosthaven – Meet the Undead
Learn all about the Algox here: [dynamiclink][/dynamiclink]
Missed our series about the Unfettered? Here it is: [dynamiclink][/dynamiclink]
Take a peek across the planes and read about the Demons: [dynamiclink][/dynamiclink]
Prepare to face off against the Lurkers: [dynamiclink][/dynamiclink]
[/p][h2]Meet the Undead[/h2][p]Necromantic activity has been on the rise across the Empire, most notoriously around Gloomhaven. Frosthaven is no exception - though not all the undead encountered in the North can be traced back to the same cultist rites or dusty scrolls. Along the coasts of the Biting Sea, there appears to be a divergent, ancient energy capable of animating the dead without a necromancer’s hand. Its nature remains a mystery, and its secrets will only be uncovered by an expedition brave (or foolish) enough to risk both the horrors of undeath and the harshness of the North.
The catch is this: Living Bones are not the reanimated remains of a single corpse, but rather a grim collage of bones pieced together to resemble a human frame. The handiwork (or cruel joke) of necromantic design often leaves them with three arms.
That might sound harmless enough - who are you to judge extra limbs? - but each one typically wields a sword or dagger. Worse still, they suffer none of the usual limits of coordination. This means three separate slashes in the same breath, often spread across multiple foes. Summoners in particular curse the Living Bones’ ability to shred their creatures faster than they can call them forth.
The true danger, however, comes when those strikes are all focused on the same unfortunate target. In a single heartbeat, three blades can land with brutal efficiency - and even the hardiest mercenary will learn that bones, however brittle, can still be can still be lethally sharp.
Outside of that, they lack many tricks. Standard practice against strictly melee foes works well: pin them down with immobilization and whittle them from range. They’ll crumble soon enough.
The common speculation in Frosthaven is that these are warriors long dead - fallen in battles fought decades, perhaps centuries, past. Their bodies lay preserved in ice, steeped in the strange, ancient energy that seeps from the earth in this part of the Empire. Whatever the truth, they rise now in a mindless, shambling state, driven by nothing but cold malice.
Truth be told, their origin matters little to a mercenary. Hit them long enough and they’ll fall. The rest is just fireside tales told to frighten noisy children who stray too far from the outpost walls. What matters is how to survive when one lurches toward you. And here lies the danger: for something that looks as brainless as a snowdrift, Frozen Corpses display a troubling variety of tactics.
Their chilled flesh takes more effort to pierce than that of the living, and the best-preserved among them can lash out with vicious retaliation when struck. They can also channel the cold around them - often the very frost they exude - leaving you brittle and vulnerable to follow-up blows. Another tactic to worry about is their ability to strike multiple targets at once, whether with an icy swipe of their claws (or what remains of them) or a breath of winter air that freezes the lungs.
There is, however, one detail worth remembering: warmth has a curious effect on them. Bring fire close, and their movements grow quicker, more frantic - but their frozen flesh softens, their resilience wanes. The smart mercenary pairs this with the most reliable counters to sturdy foes - wounds, poison, and patient strikes from range. Do so, and even these frostbitten horrors will crumble, one deliberate blow at a time.
A Living Doom is a formidable opponent. Its sheer strength and heavy plating would make it dangerous even if it only swung fists. But what makes it truly terrifying is the otherworldly misery woven into its blows. Many of its strikes channel dark energy, and any mercenary foolish enough to linger in range risks being disarmed outright, weapon torn from their grip as though by unseen hands.
Even in a defensive stance, the Doom is trouble. Beyond the usual benefits of being harder to hit and punishing those who strike it, they often leave behind a lingering curse, dulling your precision and making the decisive blow that much harder to land.
They may be large, but don’t mistake them for lumbering. A Living Doom’s most dangerous attack - a crushing swing that plants a bane deep within your body - can often be anticipated, but escaping it isn’t as simple as running. These armored horrors can close ground with surprising speed, cutting you down while you’re still struggling to catch your breath.
Worst of all, Living Dooms are not alone. With a single gesture, they can summon Living Spirits to their side. Summoning allies to battle is nothing new, but what makes this ability especially perilous is that a single Doom can conjure as many as three Spirits at once. The number seems tied to its own reserves of vital energy - which is reason enough to make the Living Doom your top priority whenever it looms before you.
What tragic fate befell these souls in their final moments is none of your business. Your business is cleansing out anything that stands between you and your pay. And damn it all, Living Spirits are a real nuisance to clear. They fall quickly once struck, sure -but landing a meaningful hit is the hard part.
Being ghostly and all, they’re not only difficult to hit, but they also glide straight through the worst hazardous terrain and traps without triggering a thing. Naturally, they favor striking from a distance - something they manage with ease thanks to their, well, corpse-lessness. You’ll usually find them drifting just behind something far more direct and painful -like a Living Doom, Frozen Corpse, or Living Bones - taking cheap shots while you’re busy getting pummeled.
Their attacks are rarely straightforward, either. They often lash out at multiple targets in a single spectral sweep or bring the usual undead misery: muddle, curses, even stuns if you’re not careful. Strangely, despite being incorporeal, they aren’t immune to wounds - so if you can inflict one, it might just save you the trouble of chasing these slippery ghosts around the battlefield.
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