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Witherbeast

Adversary overview

A green beast of unnatural proportions that hunts and feeds on unsuspecting victims.

The Witherbeast arises from the sordid ground near burgeoning conflict. Spirits of dead flora and fauna inhabit this vessel of violence. It calls to the world as a result of the ensuing war between the Witherwild and Haven. It snarls and growls with contempt at this seemingly endless conflict, wishing only to return its surrounds to a relative peace; where it could finally rest. There is no reasoning with the Witherbeast, it acts with brutal finality against any that would move into it’s territory – a desperate act of malice and brutal prejudice.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
8
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Murder of Crows
Range: Far
Damage: 1d10+8
Attack Mod: +3
Damage Type: Magical

Features

Passives

  • Ramp Up
    fear 1

    You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.

Actions

  • Return to Nature
    stress 1

    When the Witherbeast acts, you can mark a Stress to become Cloaked and clear a Hit Point. (While Cloaked you remain unseen if you are stationary when a PC moves to where they would normally see you. After you make an attack or end a move within line of sight of a PC, you are no longer Cloaked)

  • Stalker
    fear 1

    When the Witherbeast acts, you can spend a Fear to create a countdown. Place a Stalker Die on this sheet as a d4 with the 1 facing up; when the Witherbeast becomes Hidden, a PC makes a successful attack against the Witherbeast or a PC decides to moves to Very Far range from the Witherbeast, increase the Stalker Die value by 1. When it reaches it's maximum value, you automatically succeed on an attack against a target of your choice within Very Far range, dealing 1d20+10 magic damage. The Witherbeast then appears in Melee range of that target.

Reactions

Evolutions

Motives & tactics

Stalk Prowl Hunt

Experiences

  • Mythic Hunter +3
  • Creature of the Night +3

Witherbeast

Tier 2 solo

A green beast of unnatural proportions that hunts and feeds on unsuspecting victims.

Motives & Tactics: Stalk, Prowl, Hunt

Difficulty: 15 | Thresholds: 14/20 | HP: 8 | Stress: 4

ATK: +3 | Murder of Crows: Far | 1d10+8 Magical

Experience: Mythic Hunter +3, Creature of the Night +3

HP:

STRESS:

Features

Ramp Up - Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Return to Nature - Action: When the Witherbeast acts, you can mark a Stress to become Cloaked and clear a Hit Point. (While Cloaked you remain unseen if you are stationary when a PC moves to where they would normally see you. After you make an attack or end a move within line of sight of a PC, you are no longer Cloaked)
Stalker - Action: When the Witherbeast acts, you can spend a Fear to create a countdown. Place a Stalker Die on this sheet as a d4 with the 1 facing up; when the Witherbeast becomes Hidden, a PC makes a successful attack against the Witherbeast or a PC decides to moves to Very Far range from the Witherbeast, increase the Stalker Die value by 1. When it reaches it's maximum value, you automatically succeed on an attack against a target of your choice within Very Far range, dealing 1d20+10 magic damage. The Witherbeast then appears in Melee range of that target.

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