Adversary Compendium: Difference between revisions
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|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/> | |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. | <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. | ||
}}{{Adversary | |||
|name = Grellix "Boomwright" Barmuzzle | |||
|tier = 2 | |||
|adversary_type = Leader | |||
|description = Goblin alchemist, patent duelist, and unstable genius bent on blowing Brightcrawl into a new era of "creative liberation". | |||
|motives = Overwhelm with spectacle, destabilize the battlefield, weaponize fear and fireworks, claim total patent dominance. | |||
|tactics = | |||
|difficulty = 14 | |||
|major_threshold = 10 | |||
|severe_threshold = 20 | |||
|hit_points = 7 | |||
|stress = 4 | |||
|attack = +2 | |||
|attack_name = Fireglass Finger | |||
|attack_range = Far | |||
|attack_damage = 2d10 phys (fire) | |||
|experience = | |||
|features = <b>Boomwright’s Grandstanding - Action</b>: Spend 2 Fear to unleash a spray of alchemical sparks that spotlights 1d4 enemies in Far range. Spotlighted targets are at disadvantage for their next round. If the target attempts Showmanship during this time, it automatically triggers a Volatile Reaction. | |||
<b>Firepowder Ricochet - Reaction</b>: When you spotlight a PC within Far range, mark 1 Stress to ignite a secondary flare. All PCs in Very Close range to the spotlighted target must roll Agility (DC 13) or take 1 HP direct damage from shrapnel sparks. | |||
<b>Griefglass Overcharge - Reaction</b>: When Grellix comes into the spotlight for the first time, begin a 5-step Overcharge Countdown. Whenever Grellix marks HP, tick the countdown up by the same amount. When the countdown triggers: a Griefglass Pulse Engine ruptures into being at Close range, a hazard adversary that emits resonance tremors, grants Grellix advantage each round it remains active, and can explode if destabilized. | |||
<b>Boomwright’s Gambit - Reaction (1/scene)</b>: When Grellix marks 2 or more HP at once, he may mark 1 Stress to summon a Spark-Fume Swarm: a cluster of explosive clockwork sprites that appear at Very Close, immediately act, and then explode at end of round. Each creature in Very Close rolls Agility (DC 13) or takes 1 HP. | |||
}} | }} | ||
Latest revision as of 14:30, 14 January 2026
Difficulty: 12 HP: 1 Stress: 1
ATK: Cutlass: Melee 1d6 phy
Experience: Testing Experience
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.
Difficulty: 15 Thresholds: 10 / 24 HP: 6 Stress: 3
ATK: +2 Thunder Maul: Very Close 2d10+4 phy
Experience: Testing Experience
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.
Difficulty: 10 Thresholds: 6 / 12 HP: 2 Stress: 1
ATK: Halberd: Very Close 1d6 phy
Difficulty: 10 Thresholds: 6 / 12 HP: 4 Stress: 4
ATK: +1 Rusted pipe-arm: Melee 1d6+2 phy
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.
Difficulty: 14 Thresholds: 10 / 20 HP: 7 Stress: 4
ATK: +2 Fireglass Finger: Far 2d10 phys (fire)
Firepowder Ricochet - Reaction: When you spotlight a PC within Far range, mark 1 Stress to ignite a secondary flare. All PCs in Very Close range to the spotlighted target must roll Agility (DC 13) or take 1 HP direct damage from shrapnel sparks.
Griefglass Overcharge - Reaction: When Grellix comes into the spotlight for the first time, begin a 5-step Overcharge Countdown. Whenever Grellix marks HP, tick the countdown up by the same amount. When the countdown triggers: a Griefglass Pulse Engine ruptures into being at Close range, a hazard adversary that emits resonance tremors, grants Grellix advantage each round it remains active, and can explode if destabilized.
Boomwright’s Gambit - Reaction (1/scene): When Grellix marks 2 or more HP at once, he may mark 1 Stress to summon a Spark-Fume Swarm: a cluster of explosive clockwork sprites that appear at Very Close, immediately act, and then explode at end of round. Each creature in Very Close rolls Agility (DC 13) or takes 1 HP.
