Here is a complete, ready-to-use stat block and profile for Evil Ash from Army of Darkness, built specifically for the Sword of Cepheus (2nd Edition) ruleset. This blog post picks right up from
'I'll Swallow Your Soul '- The Necronomicon Ex-Mortis (also referred to as "Naturom Demonto" and "Book of The Dead") for Sword of Cepheus 2nd edition & Adventure Encounter
In Sword of Cepheus, Evil Ash fits perfectly as an Undead Lord or a powerful Undead Rival with high physical resilience, command over hordes, and a terrifying psychological impact.
Evil Ash (Undead Rival / Lord)
Characteristics
| STR | DEX | END | INT | EDU | SOC |
| 11 (+1) | 10 (+1) | 12 (+2) | 9 (+0) | 7 (+0) | 2 (-2) |
Stamina: 23
Life Blood: 12
Skills
Combat (Melee/Blade): 2
Combat (Unarmed): 1
Leadership: 2
Deception: 1
Athletics: 1
Traits & Special Abilities
Undead Resilience: Immune to poison, disease, suffocating, and psychological effects (Fear, Morale checks). Evil Ash does not suffer DM penalties from minor injuries.
Terrifying Presence: When Evil Ash first enters combat or reveals his true nature, all living opponents must make a MDR (Mind-Damage Resistance) check or a Willpower (INT) check against a Difficulty of 8. Failure results in a -1 DM to all actions for 1d6 rounds due to sheer terror.
Unnatural Reassembly: If reduced to 0 Stamina, Evil Ash does not fall unconscious. He continues fighting using his Life Blood. If killed (Life Blood reduced to 0) by non-magical or non-fire means, he will reassemble into a skeletal or mutated form within 1d6 hours unless his body is thoroughly burned or hacked to pieces and scattered.
Necromantic Command: As a minor action, Evil Ash can issue commands to any lesser undead (skeletons, ghouls, Deadites) within 30 meters. They receive a +1 DM to their next attack roll.
Equipment & Combat Profile
Armor: Weathered Plate & Chain (Armor Protection: 6, weighs down Agility-based checks slightly if using optional encumbrance, but ignored for his undead nature).
Weapon (Broadsword): 2d6+2 slashing damage (includes STR bonus).
Weapon (Claws/Fists): 1d6+1 bludgeoning/piercing damage.
Tactics and Roleplaying Notes
Evil Ash is arrogant, cruel, and highly vocal. Unlike typical mindless undead in Sword of Cepheus, he retains Ash Williams’s quick-witted, cynical personality—twisted into pure malice.
In Combat: He uses his lesser skeleton forces to tie down the party's frontline while he targets the leader or anyone holding a relic (like the Necronomicon). He mocks his opponents constantly, attempting to break their morale.
Using Him in a Campaign: He makes an excellent mid-to-high-tier campaign villain. If the players "kill" him early on, don't hesitate to have him return later in the adventure, sporting horrific battle scars, a detached jaw, or fully decaying features, seeking personal revenge.
Here is a short, action-packed adventure module for Sword of Cepheus 2nd Edition featuring Evil Ash. It is designed to be played in one or two sessions.
The Book and the Bad
Setting: A rugged, mist-shrouded valley housing a ruined fortress and a desperate border abbey.
The Hook: The adventurers are hired by a local religious order to retrieve a forbidden tome before a heretical warlord can unearth it.
The Twist: The warlord is already dead, replaced and reanimated by his own twisted reflection—Evil Ash.
Part 1: The Request at Brother’s Keep
The party arrives at St. Jude’s Priory, a fortified monastery guarding a mountain pass. Abbot Gregory is frantic. He reveals that a local warlord, Lord Ashwood, went mad, dug up an ancient, flesh-bound book from a cursed crypt, and was subsequently overthrown and killed by his own men.
However, scouts report that Ashwood’s ruined castle is buzzing with unnatural activity. Shadows are walking, and the dead are digging. Gregory fears the book—the Liber Damnatum—is being used to raise an army. He offers the party 1,500 silver pieces and a Potion of Healing each to infiltrate the ruins, destroy the book, and ensure Ashwood stays buried.
Part 2: The Ashwood Wilderness
To reach the ruins, the party must traverse the blighted valley.
The Encounter (The Scouting Party): The party is ambushed by 3 Deadite Skeletons (Use standard Skeleton stats from Sword of Cepheus, but give them a twisted sense of humor; they cackle and mock the players).
The Clue: One of the skeletons is wearing Lord Ashwood’s personal heraldry, but its skull has been crudely smashed and stitched back together with rusty wire—a hint at Evil Ash's Unnatural Reassembly trait.
Part 3: The Ruined Courtyard
The fortress is heavily damaged, its walls breached. The courtyard is a grim assembly line. Dozens of skeletons are digging up old graves, sharpening rusted swords, and assembling siege equipment.
The Challenge: Stealth is highly recommended here (Difficulty 8 Dexterity/Stealth check). If they fail or choose to fight openly, they must face waves of 4–6 skeletons.
The Sub-Boss: Leading the courtyard work is a bloated, reanimated lieutenant who tries to alert the castle. If interrogated, he simply laughs and says, "The King is back, baby. And he’s got a brand new bag."
Part 4: The Throne Room (The Final Showdown)
The party confronts Evil Ash in the ruined grand hall. He sits on a throne of bone and splintered wood, casually tossing a dagger into a table. The Liber Damnatum sits open on a stone altar nearby, pulsing with sickly green light.
The Scene: When the party enters, Evil Ash stands up, draws his broadsword, and delivers a classic, arrogant taunt: "You social misfits think you can stop me? I'm the King around here. Now, who wants some?"
The Encounter Dynamics:
Evil Ash: Use the stat block provided previously.
The Minions: 4 Skeletal Guards stand between the party and the throne.
The Environment: The Liber Damnatum on the altar provides a +1 DM to Evil Ash's Necromantic Command ability while it remains open.
The Ticking Clock: Every 3 rounds, the book pulses, animating 1 fresh skeleton from the debris piles around the room.
Tactics:
Round 1: Evil Ash activates his Terrifying Presence trait immediately upon drawing his sword. He orders his 4 guards to engage the party's heaviest hitters.
Round 2 and beyond: Evil Ash fights dirty. He will kick over tables to create difficult terrain, throw debris, and target whoever looks the weakest or smartest (like spellcasters or scholars). He uses his Necromantic Command as a minor action every round to buff his skeletons' attacks.
Resolving the Adventure
Defeating Evil Ash: If reduced to 0 Stamina, Evil Ash laughs off the pain and keeps fighting using his Life Blood. Once his Life Blood hits 0, he collapses into a pile of ash and bones.
Destroying the Book: To stop the skeletons from rising and permanently prevent Evil Ash from reassembling, a character must spend an action to slam the Liber Damnatum shut and either burn it, cast a holy ward on it, or hack it to pieces (Requires a Hard (10+) Strength or Education/Magic check depending on the method).
The Aftermath: If the book is destroyed and Evil Ash is defeated, the remaining skeletons collapse into lifeless dust. Returning to Abbot Gregory secures the reward. However, if the players didn't thoroughly burn Evil Ash's remains, rumors will reach them in a few weeks of a one-handed, scarred warlord terrorizing the next town over...