Enderman
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
Standard attack
Features
Passives
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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.
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Teleportationstress 1
Before or after making an attack, you can mark a Stress to teleport to a location within Far range.
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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.
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Gaze Upon The Endfear 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
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
Enderman
A tall, long-limbed, obsidian-skinned humanoid from an outer realm that teleports around scavenging materials, with a hatred for being watched.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Enderman Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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