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The Groundskeeper

Adversaries Designed by Teranon • Art by Teranon via HeroForge

Adversary overview

The Fifth Lord of the Spectral Council.

The Groundskeeper directs the Conservatory, which deals with agriculture and biodiversity preservation. He will often personally patrol public lands and wild spaces, ensuring his conservation regulations are properly enforced.
The Groundskeeper strongly hates adventurers, believing them to be a threat to a given ecosystem. Never engage.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
12
Stress
6
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
23
Major Damage — Mark 2 HP Major
Mark 2 HP
43
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Tuning Staff
Range: Close
Damage: 8d6+5
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Relentless (3)

    The Groundskeeper can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Birdshot

    The Groundskeeper has Advantage against any targets he attacks while they are flying.

Actions

  • Grapple
    stress 1

    When the Groundskeeper is within Melee range of a target, mark a Stress to grapple them. Target must succeed a Strength reaction roll or be Restrained and Vulnerable. The Groundskeeper may then throw the target to any point within Close range, dealing 2d6 physical damage to the target and any living creature they hit.

  • Point-Blank
    fear 1

    When the Groundskeeper is within Melee range of a target, spend an additional Fear to make a standard attack against them. On a success, this shot deals direct damage.

  • Sniper's Field
    stress 2

    Mark 2 Stress to make a standard attack against a target within Very Far range. On a success, this shot deals direct damage.

  • Sown Reapers
    fear 2

    Spend 2 Fear to make an attack against all PCs within Close range. Targets the Groundskeeper succeeds against are ensnared by thorny vines, taking 2d4+4 physical damage and becoming Restrained. A target must succeed a Strength roll against the Groundskeeper's difficulty to escape.

  • Archstone of Death
    fear 1

    Spend a Fear to produce a powerful artifact which siphons energy from the Groundskeeper's surroundings. Until the Groundskeeper is spotlighted again, any attacks which do magic damage against him or the Archstone itself have Disadvantage. If the Archstone is hit, it explodes, dealing 8d8+8 physical damage to the wielder and all creatures within Melee range.

    If the Groundskeeper is spotlighted again without being hit, the Archstone releases its energy in a powerful burst. All targets within Close range must succeed a Strength reaction roll or take 8d8+8 magic damage.

Reactions

  • Momentum

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

Evolutions

Motives & tactics

Corral Water the Ground Grapple

Experiences

  • Fertilizer +2
  • Animal Handler +4

The Groundskeeper

Tier 3 solo

The Fifth Lord of the Spectral Council.

Motives & Tactics: Corral, Water the Ground, Grapple

Difficulty: 18 | Thresholds: 23/43 | HP: 12 | Stress: 6

ATK: +4 | Tuning Staff: Close | 8d6+5 Magical

Experience: Fertilizer +2, Animal Handler +4

HP:

STRESS:

Features

Relentless (3) - Passive: The Groundskeeper can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Birdshot - Passive: The Groundskeeper has Advantage against any targets he attacks while they are flying.
Grapple - Action: When the Groundskeeper is within Melee range of a target, mark a Stress to grapple them. Target must succeed a Strength reaction roll or be Restrained and Vulnerable. The Groundskeeper may then throw the target to any point within Close range, dealing 2d6 physical damage to the target and any living creature they hit.
Point-Blank - Action: When the Groundskeeper is within Melee range of a target, spend an additional Fear to make a standard attack against them. On a success, this shot deals direct damage.
Sniper's Field - Action: Mark 2 Stress to make a standard attack against a target within Very Far range. On a success, this shot deals direct damage.
Sown Reapers - Action: Spend 2 Fear to make an attack against all PCs within Close range. Targets the Groundskeeper succeeds against are ensnared by thorny vines, taking 2d4+4 physical damage and becoming Restrained. A target must succeed a Strength roll against the Groundskeeper's difficulty to escape.
Archstone of Death - Action: Spend a Fear to produce a powerful artifact which siphons energy from the Groundskeeper's surroundings. Until the Groundskeeper is spotlighted again, any attacks which do magic damage against him or the Archstone itself have Disadvantage. If the Archstone is hit, it explodes, dealing 8d8+8 physical damage to the wielder and all creatures within Melee range.

If the Groundskeeper is spotlighted again without being hit, the Archstone releases its energy in a powerful burst. All targets within Close range must succeed a Strength reaction roll or take 8d8+8 magic damage.

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

Discussion

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