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Hozrar, the Ashborne Nightmare

Adversary overview

A gigantic bird-like monster, bearer of the ancient Curse of Ashes.

Hozrar, the Ashborne Nightmare, only comes to existence through extensive summoning and anger. Such a nightmarish entity can only sustain itself for so long before running out of souls to stain, towns to crumple, and hope to quench. Hozrar will retire once surrounded by ruin, their grim work achieved and their hunger satisfied.
Only by finding a way to end the Curse of Ashes can Hazror be freed of its eternal haunting of the land. Easier said than done, since no one knows for sure what the curse really entails. But once this curse is broken, Hozrar shall never summoned ever again.

Stat block

Tier
3
Type
Colossus
Stress
7
Thresholds
24/42

Features

Passives

  • Depths of Despair

    Hozrar deals double damage to PCs with 0 Hope.

  • Fear touched

    Whenever a PC takes at least Major Damage from Hozrar, they become Traumatized.

    On their next rest, Traumatized PCs have one less Downtime move and can only gain a maximum of 1 Hope. At the end of the rest, they lose the Traumatized condition.

Actions

  • Breath of Doom
    stress 1

    Hozrar inhales deeply, sucking in all hopes and dreams. Mark a Stress so that all targets in Very Far range make a Strength or Presence Reaction Roll. On failure, targets lose 1 Hope or, if they can't lose Hope, get Vulnerable until they gain 1 Hope. The GM gains 1 Fear for each PC getting Vulnerable this way.

    If at least one PC fails against Breath of Doom, you may activate Hozrar one last time this GM Turn by spending 2 Fear.

Reactions

  • Momentum

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

Evolutions

Motives & tactics

Terrify Rampage Ruin and despair Bring down tempests of ashes

Experiences

  • Destruction +5
  • Frightening +4
  • Soaring +3

Hozrar, the Ashborne Nightmare

Tier 3 Colossus

A gigantic bird-like monster, bearer of the ancient Curse of Ashes.

Motives & Tactics: Terrify, Rampage, Ruin and despair, Bring down tempests of ashes

Size: Talons crushing the ground, head roaring in the sky

Segments: 1 Hozrar Head, 1 Hozrar Chest, 2 Hozrar Wings, 2 Hozrar Talons, 1 Hozrar Tail, 1 Hozrar Heart

Thresholds: 24/42 | Stress: 7

Experience: Destruction +5, Frightening +4, Soaring +3

STRESS:

Features

Depths of Despair - Passive: Hozrar deals double damage to PCs with 0 Hope.
Fear touched - Passive: Whenever a PC takes at least Major Damage from Hozrar, they become Traumatized.

On their next rest, Traumatized PCs have one less Downtime move and can only gain a maximum of 1 Hope. At the end of the rest, they lose the Traumatized condition.

Breath of Doom - Action: Hozrar inhales deeply, sucking in all hopes and dreams. Mark a Stress so that all targets in Very Far range make a Strength or Presence Reaction Roll. On failure, targets lose 1 Hope or, if they can't lose Hope, get Vulnerable until they gain 1 Hope. The GM gains 1 Fear for each PC getting Vulnerable this way.

If at least one PC fails against Breath of Doom, you may activate Hozrar one last time this GM Turn by spending 2 Fear.

Momentum - Reaction: When Hozrar makes a successful attack against a PC, you gain a Fear.

Hozrar Head

Adjacent: Hozrar Chest, Hozrar Heart

Difficulty: 18 | HP: 5 | ATK: +4

Beak strike: Close | 3d12+2 physical

Features

Ashes to ashes - Passive: When Hozrar Head is Destroyed, Hozrar dissipates into a pile of ashes, returning to where it came from, undefeated.
Terrifying Screech - Passive: Everyone who hears the Terrifying Screech within Very Far range must lose 1 Hope or, if they cannot lose Hope, mark 2 Stress.

If a PC makes a death move because of Terrifying Screech, the GM gains 2 Fear, and Terrifying Screech cannot be used in this scene anymore.

Hozrar Chest

Adjacent: Hozrar Head, Hozrar Wings, Hozrar Talons, Hozrar Tail, Hozrar Heart

Difficulty: 17 | HP: 6 | ATK: 0

Standard: Melee | — physical

Features

Ashes to ashes - Passive: When Hozrar Chest is Destroyed, Hozrar dissipates into a pile of ashes, returning to where it came from, undefeated.

Hozrar Wings (2)

Adjacent: Hozrar Chest

Difficulty: 17 | HP: 5 | ATK: +3

Gust of Ashes: Far | 2d20+2 magical

Features

Soaring flight - Passive: As long as neither of Hozrar Wings are Destroyed, Hozrar can take to the air and move up to Far range as part of their action, or up to Very Far range as their whole activation. If either of Hozrar Wings are Destroyed, Hozrar may only move on the ground.

While flying, you can land on the ground with a Trample attack from Hozrar Talons, dealing an additional +1d20 damage this time.

Tempest of Ashes - Action: As long as neither of Hozrar Wings are Destroyed, you can spend 1 Fear so that all targets within Very Far range in front of Hozrar to take 2d12+2 magical damage and make either a Strength, Agility or Instinct Reaction Roll. On success, they mark 1 Armor slot without earning its benefit. On a failure, they become Crumbling.

While Crumbling, a target must mark 1 Armor slot to act on their spotlight. If they can't mark an Armor slot, they must mark 1 Stress instead. Crumbling ends when the target or an ally within Melee range spends 1 Hope to end the condition on them.

Hozrar Talons (2)

Adjacent: Hozrar Chest, Hozrar Tail

Difficulty: 16 | HP: 5 | ATK: +2

Trample: Very Close | 2d20+4 physical

Features

Large talons - Passive: When Hozrar Talons attack, they can target a whole group of PCs at once.
Support legs - Passive: If one Talon is Destroyed, Hozrar ground movements can only go up to Very Close range at a time.

If both Talons are Destroyed, Hozrar cannot move (Restrained) unless flying.

On the ground - Passive: PCs on the ground can only start climbing Hozrar from segments that are On the ground.

Hozrar Tail

Adjacent: Hozrar Chest, Hozrar Talons

Difficulty: 18 | HP: 4 | ATK: +5

Tail strike: Far | 3d12+2 physical

Features

On the ground - Passive: PCs on the ground can only start climbing Hozrar from segments that are On the ground.
Swipe strike - Action: Spend 1 Fear to use Hozrar Tail's attack against all targets within far range instead of a single target.
Swat - Action: Hozrar Tail is long enough to attack a PC climbing on any of Hozrar's segment. On a successful attack on a climbing PC, you can mark a Stress so the target makes either a Strength or Agility Reaction Roll. On a failure, they fall to the ground. On a success they mark a Stress.

Hozrar Heart

Adjacent: Hozrar Head, Hozrar Chest

Difficulty: 22 | HP: 3 | ATK: 0

Standard: Melee | — physical

Features

Fatal - Passive: When Hozrar Heart is Destroyed, Hozrar is finally defeated and falls to the ground, rotting in place, only leaving behind a little cursed burning stone.
Hidden inside - Passive: Do not initially show Hozrar Heart on the Colossus map! This segment is initially hidden, untargetable and inaccessible.

Hozrar Heart can only be spotted from climbing Hozrar Chest or Head, and beating either an Instinct Roll (18) or a Knowledge Roll (22) once there. If PCs have had previously encountered Hozrar the Ashborne Nightmare and that resulted in him falling to ashes, the difficulty to spot Hozrar Heart is lowered by 2.

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