Adversary Compendium: Difference between revisions

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|experience =  
|experience =  
|features =  
|features =  
}}{{Adversary
|name = Clangjaw Scrap Golem
|tier = 1
|adversary_type = Skulk
|description = Animated junk construct built from workshop refuse. Loyal, confused, loud.
|motives = Fractured instinct to collect, repair, and protect. Controls the battlefield with debris, advances relentlessly on high-threat targets, reinforces itself mid-fight with scavenged scrap, and turns violently destructive when near defeat.
|tactics = Tactics Tactics
|difficulty = 10
|major_threshold = 6
|severe_threshold = 12
|hit_points = 4
|stress = 4
|attack = +1
|attack_name = Rusted pipe-arm
|attack_range = Melee
|attack_damage = 1d6+2 phy
|experience =
|features = <b>Cascading Clang - Passive</b>: Whenever a creature marks HP from the Clangjaw’s standard melee attack, that creature must roll Instinct vs DC 11. On failure: The reverberating clang disorients them and they drop to Close range as they stumble back from the shock.<br/>
<b>Wrench-Arm Snare - Action</b>: Mark 1 Stress to lash out with a whipping tangle of loose gears and pipe-tubing. Choose a target within Melee range. On a successful attack: Deal 2d4+1 physical damage, and the target becomes Entangled.
}}
}}

Revision as of 14:25, 14 January 2026

Storm-Sworn Zealot Skirmisher
Tier 2 Minion
Fanatical foot soldiers of the storm-purity sect, trained to advance in formation and die without hesitation.
Motives & Tactics: Motives Motives,Tactics Tactics

Difficulty: 12 HP: 1 Stress: 1

ATK: Cutlass: Melee 1d6 phy

Experience: Testing Experience

Features
Minion (5) - Passive: This adversary is defeated if it takes any damage. For every 5 damage a PC deals to this adversary, defeat an additional minion in the attack's range. You cut through them effortlessly, one to the next.
Group Action - Action: Choose a target and activate all Zealots within Close range of them. All activated Zealots move into melee range with the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage together. They descend on you, stronger together.
Zealot Shock-Bearer
Tier 2 Bruiser
Shock-Bearers are the storm cult's living battering rams. Where skirmishers apply pressure, these zealots break lines.
Motives & Tactics: Motives Motives,Tactics Tactics

Difficulty: 15 Thresholds: 10 / 24 HP: 6 Stress: 3

ATK: +2 Thunder Maul: Very Close 2d10+4 phy

Experience: Testing Experience

Features
Storm-Hardened - Passive: The first time each round the Shock-Bearer would take damage, reduce it by half (rounding down).
Breaker of Lines - Reaction: If the Shock-Bearer hits a target that is adjacent to an ally, it may immediately engage that ally as well. They swing their Thunder Maul in great sweeps, sometimes hitting multiple opponents.
Warden Patrol Guard
Tier 1 Standard
TBD
Motives & Tactics: Motives Motives,Tactics Tactics

Difficulty: 10 Thresholds: 6 / 12 HP: 2 Stress: 1

ATK: Halberd: Very Close 1d6 phy



Clangjaw Scrap Golem
Tier 1 Skulk
Animated junk construct built from workshop refuse. Loyal, confused, loud.
Motives & Tactics: Fractured instinct to collect, repair, and protect. Controls the battlefield with debris, advances relentlessly on high-threat targets, reinforces itself mid-fight with scavenged scrap, and turns violently destructive when near defeat.,Tactics Tactics

Difficulty: 10 Thresholds: 6 / 12 HP: 4 Stress: 4

ATK: +1 Rusted pipe-arm: Melee 1d6+2 phy


Features
Cascading Clang - Passive: Whenever a creature marks HP from the Clangjaw’s standard melee attack, that creature must roll Instinct vs DC 11. On failure: The reverberating clang disorients them and they drop to Close range as they stumble back from the shock.
Wrench-Arm Snare - Action: Mark 1 Stress to lash out with a whipping tangle of loose gears and pipe-tubing. Choose a target within Melee range. On a successful attack: Deal 2d4+1 physical damage, and the target becomes Entangled.