Witch Mutant
A crying corpse slunked in the shadows.
Motives & Tactics: Absorb corpses, Flail, Cry
A crying corpse slunked in the shadows.
A sad corpse with long hair and longer claws.
Any living creature within close range of the mutant has their attack bonus, evasion, and thresholds decrease by 1.
When the Zombie takes Major or greater damage, they mark an additional HP.
When the Zombie makes a standard attack, they can attack all targets within Very Close range.
This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.
Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.
Spend 2 fear to make the Witch appear at anytime within far range of the party and begin crying. The witch won't attack the players unless attacked first.
When this adversary makes a successful attack against a PC, you gain a Fear.
Tier 2 solo
A crying corpse slunked in the shadows.
Motives & Tactics: Absorb corpses, Flail, Cry
Difficulty: 15 | Thresholds: 14/26 | HP: 8 | Stress: 5
ATK: +4 | Claw Hands: Very Close | 2d20 Physical
Experience: Tear Things Apart +2
HP:
STRESS:
A crying corpse slunked in the shadows.
Motives & Tactics: Absorb corpses, Flail, Cry
A sad corpse with long hair and longer claws.
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No subclasses available.
Answer any of the following, or create your own.
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Ask one of the following, or improvise.
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Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.