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Anarch Boar

Adversaries Designed by CringyCraze • Art by Sebastian Kowoll

Adversary overview

A large boar with thick fur and powerful tusks.

Stat block

Tier
1
Type
Solo
Difficulty
14
HP
9
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
15
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Tusks
Range: Melee
Damage: 1d10+2
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Blood Fury

    The anarch boar has Advantage on melee attack rolls while it is Vulnerable.

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Charge
    fear 1

    Spend a Fear to choose a target within Far range of the boar. The boar moves straight into Melee range of the target and makes an attack roll. On a success, it deals 4 Magic damage in addition to the Tusks damage.

  • Anarchy
    stress 1

    Mark a Stress to let out a violent screech and have all PCs within Far range make a Knowledge Reaction Roll (13). On a Failure, the PC rolls 1d8 to determine what it does on its next spotlight:

    • 1-2. The PC does nothing.

    • 3-4. The PC takes no action and moves within Close range in a random direction.

    • 5-6. The PC makes a melee attack against a random creature within its reach or does nothing if it can't make such an attack.

    • 7-8. The PC makes a melee attack against itself with Advantage.

Reactions

  • Chaos Blood

    When the Anarch Boar takes major physical damage, a target PC in front of them up to Close range must succeed on an Finesse Reaction Roll (15) or take 2d6 Magic Damage.

Evolutions

Motives & tactics

Madness pummel track

Experiences

  • Primal Blood +3
  • Keen Senses +2

Anarch Boar

Tier 1 solo

A large boar with thick fur and powerful tusks.

Motives & Tactics: Madness, pummel, track

Difficulty: 14 | Thresholds: 8/15 | HP: 9 | Stress: 3

ATK: +3 | Tusks: Melee | 1d10+2 Physical

Experience: Primal Blood +3, Keen Senses +2

HP:

STRESS:

Features

Blood Fury - Passive: The anarch boar has Advantage on melee attack rolls while it is Vulnerable.
Relentless (2) - Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Charge - Action: Spend a Fear to choose a target within Far range of the boar. The boar moves straight into Melee range of the target and makes an attack roll. On a success, it deals 4 Magic damage in addition to the Tusks damage.
Anarchy - Action:
Mark a Stress to let out a violent screech and have all PCs within Far range make a Knowledge Reaction Roll (13). On a Failure, the PC rolls 1d8 to determine what it does on its next spotlight:
  • 1-2. The PC does nothing.

  • 3-4. The PC takes no action and moves within Close range in a random direction.

  • 5-6. The PC makes a melee attack against a random creature within its reach or does nothing if it can't make such an attack.

  • 7-8. The PC makes a melee attack against itself with Advantage.

Chaos Blood - Reaction: When the Anarch Boar takes major physical damage, a target PC in front of them up to Close range must succeed on an Finesse Reaction Roll (15) or take 2d6 Magic Damage.

Discussion

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