Gore Boar
A frenzied, gore-corrupted boar that leaves a blood trail behind him as multiple limbs tear apart victims after trampling them.
Motives & Tactics: Trample, Murder the weak, Grow, Gore.
A frenzied, gore-corrupted boar that leaves a blood trail behind him as multiple limbs tear apart victims after trampling them.
A distant descendant of the once imprisoned Akropha, the firstborn of Khlamugh, the Relentless Vile of Gore. Though Akropha made a deal with the New Gods to save his kin and allow them to roam the land peacefully by containing the tainted essence of his blood, a band of misfortunate adventurers led by a shady researcher recently removed the bindings that held him and his nature in check. Now, Akropha’s remaining kin have become twisted and frenzied, seeking to rip apart whatever flesh stands in front of them.
This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
While within Very Close Range, Non- Attack Rolls by PCs are at disadvantage unless they spend a Hope or mark a Stress.
If the Gore Boar hits an indestructible structure, it is Stunned, so it cannot use actions or reactions until the condition is removed.
Tick down each time a PC or an NPC dies. When it reaches 0, all dead NPC bodies explode, each dealing 2d8 damage to all targets within Close Range of it, and healing Gore Boar for 1 HP per 2 bodies exploding within Close Range. Then reset the Countdown.
Spend a Fear to charge toward target PC, who must succeed an Agility Reaction Roll or take 2d10+3 damage instantly. Additionally, the PC is pushed by the Gore Boar until it reaches Far distance or hits an indestructible structure, going straight through and destroying any NPCs, objects or structures in the way. For each structure a PC hits this way, they take 1d10 physical damage. If a PC marks HP this way, you gain a Fear. (You determine when a structure is destructible. The Gore Boar charges forward regardless of the result of the Reaction Roll.)
A PC may attempt to taunt the Gore Boar to intentionally do a Raging Charge in a specific direction. To succeed, that PC must succeed a Presence Roll to force the Gore Boar to use its next spotlight to make a Raging Charge against that PC without spending a Fear.
When a PC ends their move within Very Close Range behind the boar, they are kicked to Far Range. On a collision against a structure, the PC marks a Stress.
Tier 2 solo
A frenzied, gore-corrupted boar that leaves a blood trail behind him as multiple limbs tear apart victims after trampling them.
Motives & Tactics: Trample, Murder the weak, Grow, Gore.
Difficulty: 15 | Thresholds: 7/14 | HP: 8 | Stress: 4
ATK: +3 | Withering Tusks: Melee | 2d12+3 Physical
Experience: Trample +3, Consume +3
HP:
STRESS:
A frenzied, gore-corrupted boar that leaves a blood trail behind him as multiple limbs tear apart victims after trampling them.
Motives & Tactics: Trample, Murder the weak, Grow, Gore.
A distant descendant of the once imprisoned Akropha, the firstborn of Khlamugh, the Relentless Vile of Gore. Though Akropha made a deal with the New Gods to save his kin and allow them to roam the land peacefully by containing the tainted essence of his blood, a band of misfortunate adventurers led by a shady researcher recently removed the bindings that held him and his nature in check. Now, Akropha’s remaining kin have become twisted and frenzied, seeking to rip apart whatever flesh stands in front of them.
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No subclasses available.
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