Skip to content

Imprisoned Abomination (umbra – touched)

Adversary overview

A prisoner who was kept behind a vault before the Apostasy began, was slowly corrupted and mutated as time went by. mutated by the umbra to have 4 - limbs and a disfigured body.

Stat block

Tier
2
Type
Solo
Difficulty
14
HP
10
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Very Close
Damage: 2d8+4
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Retaliation (15)

    When marking 4 HP points, their body bursts with pain unleashing tendrils all over within Far Range. attacking 4 times in a row. Each successful attack deals 1d6 damage. PC's within the area must make an agility reaction roll for each. this counts as one source of damage.

    The Abomination Marks 2 Stress

Actions

  • Binding Grip
    fear 2

    Spend 2 fear to attach two limbs to the PC's in close range and binding them, turning the limbs to 'minion' type creature with difficulty (12), the limbs detach after taking any damage. if they take a combined damage of 20 the abomination marks 1 HP and 1 Stress.

  • Reckless Throw
    fear 1

    Spend a Fear per PC affected up to two. grab a PC with the extra limb and throw them to Far range. any pc that was thrown must roll an agility reaction check of 14. any that fail are vulnerable and must mark a stress.

  • Feed on Fear

    mark a stress and spend a fear to charge at a vulnerable target, any successful attack drains a hope from the target and this ability activates again. the target is no longer vulnerable.

  • Feral Stryke

    Spend a fear to unleash 4 attacks spread as you like among PC's at very close range that deals 1d6 per strike assigned. needs 1 action roll against each pc and counts as 1 source of damage when combining the outcome.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Bloody Reprisal

    When the Abomination marks 2 or more HP from an attack within very close range, you can make a heavy attack against the attacker. on a success, the Abomination deals 2d6+12 damage instead of their standard damage. marks a Stress

  • Deafening Shriek

    when the abomination marks his last Stress he then unleashes a desperate scream making any pc in Far range temporary disoriented, they must roll a Knowledge/Instinct check of 13 to break free or wait 2 action rolls or take any form of damage.

Evolutions

Motives & tactics

Feed

Experiences

  • Feed on Fear +2

Imprisoned Abomination (umbra – touched)

Tier 2 solo

A prisoner who was kept behind a vault before the Apostasy began, was slowly corrupted and mutated as time went by. mutated by the umbra to have 4 - limbs and a disfigured body.

Motives & Tactics: Feed

Difficulty: 14 | Thresholds: 14/26 | HP: 10 | Stress: 5

ATK: +2 | Claws: Very Close | 2d8+4 Physical

Experience: Feed on Fear +2

HP:

STRESS:

Features

Relentless (2) - Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Retaliation (15) - Passive: When marking 4 HP points, their body bursts with pain unleashing tendrils all over within Far Range. attacking 4 times in a row. Each successful attack deals 1d6 damage. PC's within the area must make an agility reaction roll for each. this counts as one source of damage.

The Abomination Marks 2 Stress

Binding Grip - Action: Spend 2 fear to attach two limbs to the PC's in close range and binding them, turning the limbs to 'minion' type creature with difficulty (12), the limbs detach after taking any damage. if they take a combined damage of 20 the abomination marks 1 HP and 1 Stress.
Reckless Throw - Action: Spend a Fear per PC affected up to two. grab a PC with the extra limb and throw them to Far range. any pc that was thrown must roll an agility reaction check of 14. any that fail are vulnerable and must mark a stress.
Feed on Fear - Action: mark a stress and spend a fear to charge at a vulnerable target, any successful attack drains a hope from the target and this ability activates again. the target is no longer vulnerable.
Feral Stryke - Action: Spend a fear to unleash 4 attacks spread as you like among PC's at very close range that deals 1d6 per strike assigned. needs 1 action roll against each pc and counts as 1 source of damage when combining the outcome.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Bloody Reprisal - Reaction: When the Abomination marks 2 or more HP from an attack within very close range, you can make a heavy attack against the attacker. on a success, the Abomination deals 2d6+12 damage instead of their standard damage. marks a Stress
Deafening Shriek - Reaction: when the abomination marks his last Stress he then unleashes a desperate scream making any pc in Far range temporary disoriented, they must roll a Knowledge/Instinct check of 13 to break free or wait 2 action rolls or take any form of damage.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.