Adversary Compendium
From Velthuryn
Storm-Sworn Zealot Skirmisher
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.
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
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.
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
Difficulty: 10 Thresholds: 6 / 12 HP: 2 Stress: 1
ATK: Halberd: Very Close 1d6 phy
Clangjaw Scrap Golem
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.
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.

