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Zombie Screecher

Adversary overview

A creature with unnaturally streched out arms and legs. When running, it moves on all 4s with astonishing speed.

Stat block

Tier
1
Type
Standard
Difficulty
12
HP
6
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
6
Major Damage — Mark 2 HP Major
Mark 2 HP
11
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite
Range: Melee
Damage: 1d8 +1
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Bite
    fear 1

    The Screecher tries to take a chunk out of you. +3 to attack. 2d8+2 physical damage. Presence Reaction roll . Fail: corruption starts to leak into you. You take 1d6 necrotic damage at the start of your turn, unless you can use your bonus action to take the presence roll again and succeed. Those who have been bitten have disadvantage when fighting Gladdys and she uses corrupting influence to try and control you.

Actions

  • Multiattack

    Can make 2 attacks: Zombie Gore, One slam, one bite, one screech

  • Zombie Gore
    fear 1

    The Z uses its elongated limbs to move with astonishing speed towards you, can attack within far range. +3 to hit. If successful, 2d8 +3 damage, the Z slams into you and gores you to the ground for a followup attack, or flings you against an object for additional damage (1d6). If you slam into another pc, they take damage too (1d6)

  • Slam
    fear 1

    The Screecher tries to bash the shit of of you. +3 to attack. 2d6+2 physical damage. Finesse reaction roll of 14. Fail: the Screech grabs you and slams you into the group for an extra 1d6 damage. You are now prone, so the next attack is at advantage against you.

  • Screech
    fear 1

    A high pitched screeching noise pierces the still, dead air of the cavern. Instinct reaction roll of 14. Fail, disadvantage on next attack roll and next attack against you is at advantage.

Reactions

Motives & tactics

Eat

Experiences

Zombie Screecher

Tier 1 standard

A creature with unnaturally streched out arms and legs. When running, it moves on all 4s with astonishing speed.

Motives & Tactics: Eat

Difficulty: 12 | Thresholds: 6/11 | HP: 6 | Stress: 3

ATK: +3 | Bite: Melee | 1d8 +1 Physical

Experience: —

HP:

STRESS:

Features

Multiattack - Action: Can make 2 attacks: Zombie Gore, One slam, one bite, one screech
Zombie Gore - Action: The Z uses its elongated limbs to move with astonishing speed towards you, can attack within far range. +3 to hit. If successful, 2d8 +3 damage, the Z slams into you and gores you to the ground for a followup attack, or flings you against an object for additional damage (1d6). If you slam into another pc, they take damage too (1d6)
Slam - Action: The Screecher tries to bash the shit of of you. +3 to attack. 2d6+2 physical damage. Finesse reaction roll of 14. Fail: the Screech grabs you and slams you into the group for an extra 1d6 damage. You are now prone, so the next attack is at advantage against you.
Bite - Passive: The Screecher tries to take a chunk out of you. +3 to attack. 2d8+2 physical damage. Presence Reaction roll . Fail: corruption starts to leak into you. You take 1d6 necrotic damage at the start of your turn, unless you can use your bonus action to take the presence roll again and succeed. Those who have been bitten have disadvantage when fighting Gladdys and she uses corrupting influence to try and control you.
Screech - Action: A high pitched screeching noise pierces the still, dead air of the cavern. Instinct reaction roll of 14. Fail, disadvantage on next attack roll and next attack against you is at advantage.

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