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Doom Sphere

Adversary overview

This dark, roughly spheroid creature has a (it's a beholder) main projector and 10 highly mobile tentacle mounted projectors (really it's an alternate beholder).

Doom Sphere, an apt name for this flying tentacled ball of certain death. There is an unknowable intelligence trapped inside that shell, and it hates you.
A tentacle can be destroyed by dealing 3 hp to it. Any damage to a tentacle does not affect the creatures hp total.
A tentacle can only be used once per GM turn
Any ray with the continuous tag (continuous) is set on keeping focus on the pc under its power. If it is interrupted or changes target that character is free of the rays effects.

Stat block

Tier
4
Type
Solo
Difficulty
21
HP
12
Stress
10
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
30
Major Damage — Mark 2 HP Major
Mark 2 HP
60
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Maw
Range: Melee
Damage: 4d8+8
Attack Mod: +6
Damage Type: Physical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Baleful Glare

    Starting on its first spotlight, then on a countdown of 1d6 each time a pc rolls with fear. this being emits a 90 degree cone out to very far range from its central eye. All PCs in this area lose 1 hope and the GM gains one fear for each hope lost.

Actions

  • Dominate Ray
    fear 1

    This Ray targets a PC in Far Range. The PC immediately moves up to close and makes a basic attack against a target of the creatures choosing. This is resolved using D20 with the DM rolling.

  • Paralyzing Ray (continuous)
    fear 1

    This Ray targets a PC in Far range. That PC is paralysed unable to move or act.
    They can escape by:
    Spending a hope to make an Presence Roll
    The line of sight to the PC is blocked
    Any attack that deliberately targets that tentacle and hits.

  • Fear Ray
    fear 1

    A PC in close range takes 1d3 stress and has thier hope dice reduced to a 1d8 until they gain a hope, either by rolling with hope or any other means.

  • Slowing Ray (Continuous)
    fear 1

    PC in close range is vulnerable and can only make action rolls if they mark a stress.
    They can escape by:
    Spending a hope to make an Agility Roll
    The line of sight to the PC is blocked
    Any attack that deliberately targets that tentacle and hits.

  • Enervation Ray
    fear 2

    To a PC in far range. Deal 4d10+4 direct magical damage the sphere regains hp or stress equal to the HP marked.

  • Telekinetic Ray
    fear 2

    A PC in far range takes 3d12+6 physical damage as in crushed or hurled onto at surface. They can be moved up to close range.

  • Slumber Ray (Continuous)
    fear 2

    A PC in far range falls asleep until woken by the actions of another being.
    They can also be woken by:
    The line of sight to the PC is blocked
    Any attack that deliberately targets that tentacle and hits.

  • Petrification Ray (Continuous)
    fear 3

    A PC in close range starts a petrification countdown (3) every time a pc rolls with fear tick down the clock. At the end of the countdown they are permanently stone.
    They can escape by:
    The line of sight to the PC is blocked
    Any attack that deliberately targets that tentacle and hits.

  • Disintegration Ray
    fear 3

    To a PC in close range deals 4d10+10 magic damage the target loses armour equal to the hp loss with no benefit. Each armour spent to reduce this damage requires another to be spent for no benefit.

  • Death Ray
    fear 4

    A blast of dark lightning out to far range deals 4d12+12 magic damage. Any character marking hp from this attack mark 2 additional hp. (Example if they mark a major, 2 they mark an additional 2 for 4 total)

  • Regenerate Tentacle
    stress 3

    Regrows a destroyed tentacle.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Heal tentacle
    stress 1

    Whenever a tentacle is damaged the Sphere can retract it and heal it, if it chooses.

Motives & tactics

Dominate Toy with Devour

Experiences

  • I SEE ALL +4
  • Magic resistance +4

Doom Sphere

Tier 4 solo

This dark, roughly spheroid creature has a (it's a beholder) main projector and 10 highly mobile tentacle mounted projectors (really it's an alternate beholder).

Motives & Tactics: Dominate, Toy with, Devour

Difficulty: 21 | Thresholds: 30/60 | HP: 12 | Stress: 10

ATK: +6 | Maw: Melee | 4d8+8 Physical

Experience: I SEE ALL +4, Magic resistance +4

HP:

STRESS:

Features

Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Baleful Glare - Passive: Starting on its first spotlight, then on a countdown of 1d6 each time a pc rolls with fear. this being emits a 90 degree cone out to very far range from its central eye. All PCs in this area lose 1 hope and the GM gains one fear for each hope lost.
Dominate Ray - Action: This Ray targets a PC in Far Range. The PC immediately moves up to close and makes a basic attack against a target of the creatures choosing. This is resolved using D20 with the DM rolling.
Paralyzing Ray (continuous) - Action: This Ray targets a PC in Far range. That PC is paralysed unable to move or act. They can escape by: Spending a hope to make an Presence Roll The line of sight to the PC is blocked Any attack that deliberately targets that tentacle and hits.
Heal tentacle - Reaction: Whenever a tentacle is damaged the Sphere can retract it and heal it, if it chooses.
Fear Ray - Action: A PC in close range takes 1d3 stress and has thier hope dice reduced to a 1d8 until they gain a hope, either by rolling with hope or any other means.
Slowing Ray (Continuous) - Action: PC in close range is vulnerable and can only make action rolls if they mark a stress. They can escape by: Spending a hope to make an Agility Roll The line of sight to the PC is blocked Any attack that deliberately targets that tentacle and hits.
Enervation Ray - Action: To a PC in far range. Deal 4d10+4 direct magical damage the sphere regains hp or stress equal to the HP marked.
Telekinetic Ray - Action: A PC in far range takes 3d12+6 physical damage as in crushed or hurled onto at surface. They can be moved up to close range.
Slumber Ray (Continuous) - Action: A PC in far range falls asleep until woken by the actions of another being. They can also be woken by: The line of sight to the PC is blocked Any attack that deliberately targets that tentacle and hits.
Petrification Ray (Continuous) - Action: A PC in close range starts a petrification countdown (3) every time a pc rolls with fear tick down the clock. At the end of the countdown they are permanently stone. They can escape by: The line of sight to the PC is blocked Any attack that deliberately targets that tentacle and hits.
Disintegration Ray - Action: To a PC in close range deals 4d10+10 magic damage the target loses armour equal to the hp loss with no benefit. Each armour spent to reduce this damage requires another to be spent for no benefit.
Death Ray - Action: A blast of dark lightning out to far range deals 4d12+12 magic damage. Any character marking hp from this attack mark 2 additional hp. (Example if they mark a major, 2 they mark an additional 2 for 4 total)
Regenerate Tentacle - Action: Regrows a destroyed tentacle.

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