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Enderman

Adversaries Designed by Zhenshei • Art by Darren Bartley / Piero Macgowan

Adversary overview

A tall, long-limbed, obsidian-skinned humanoid that teleports around scavenging materials, with a hatred for being watched.

A tall, long-limbed, obsidian-skinned humanoid from an outer realm that teleports around scavenging materials, with a hatred for being watched.

Stat block

Tier
1
Type
Bruiser
Difficulty
12
HP
4
Stress
4
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
14
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Raking Claws
Range: Very Close
Damage: 1d6+2
Attack Mod: +2
Damage Type: Magical

Features

Passives

  • Scopophia

    Whenever a PC directly targets the Enderman, if they do not avert their gaze, they must mark a Stress and make a Presence Reaction Roll. On a failure, you also gain a Fear. While averting their gaze, a PC’s attack rolls against the Enderman have Disadvantage.

  • Teleportation
    stress 1

    Before or after making an attack, you can mark a Stress to teleport to a location within Far range.

  • Water Vulnerability

    Whenever the Enderman interacts with a source of water, it must immediately mark 1HP and teleports to a new location within Close range.

  • Gaze Upon The End
    fear 1

    Spend a Fear to make a standard attack against a target within Very Close range. On a success, the target Must Look until they next roll with Hope. As long as the target Must Look, they have Disadvantage on attack rolls against any target other than the Enderman, and cannot avert their gaze.

Actions

Reactions

Motives & tactics

Scavenge materials Avoid being seen Teleport

Experiences

Enderman

Tier 1 bruiser

A tall, long-limbed, obsidian-skinned humanoid that teleports around scavenging materials, with a hatred for being watched.

Motives & Tactics : Scavenge materials, Avoid being seen, Teleport

Difficulty : 12 | Thresholds : 8/14 | HP : 4 | Stress : 4

ATK : +2 | Raking Claws : Very Close | 1d6+2 Magical

Experience : —

HP :

STRESS :

Features

Scopophia - Passive : Whenever a PC directly targets the Enderman, if they do not avert their gaze, they must mark a Stress and make a Presence Reaction Roll. On a failure, you also gain a Fear. While averting their gaze, a PC’s attack rolls against the Enderman have Disadvantage.
Teleportation - Passive : Before or after making an attack, you can mark a Stress to teleport to a location within Far range.
Water Vulnerability - Passive : Whenever the Enderman interacts with a source of water, it must immediately mark 1HP and teleports to a new location within Close range.
Gaze Upon The End - Passive : Spend a Fear to make a standard attack against a target within Very Close range. On a success, the target Must Look until they next roll with Hope. As long as the target Must Look, they have Disadvantage on attack rolls against any target other than the Enderman, and cannot avert their gaze.

Discussion

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