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Black Iron Brigade Pyremaul

Adversary overview

A large mercenary in black armor with steam coming out vents in his back

The Pyremaul is a large, brutish enemy, wearing Steam Powered Black Iron Armor that launches firebombs from opening on the back.

Stat block

Tier
2
Type
Bruiser
Difficulty
16
HP
7
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
27
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Morningstar
Range: Very Close
Damage: 2d8+5
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Superheated

    All creatures in melee range take an extra 1D4 phy damage when attacked by this adversary

  • Firebomb Launcher
    stress 2

    The adversary launches up to 4 small firebombs from back-mounted launchers. They may fire fewer than 4, but after they have launched the 4th bomb, they are out of ammo. Firebombs can strike any targets at far range in a narrow arc (GM’s discression) behind this adversary, doing 1D8 phy damage per bomb, and setting them on fire (1D6+4 phy damage each activation until the fire is put out). PCs may make an Agility reaction to take half damage. The bombs will also set any flammable material behind the adversary on fire.

Actions

  • Bull Charge
    stress 1

    Charge through a group of enemies within Close range and make an attack on all creatures within the path of the charge. Targets take 2D6 phy damage and must roll Str or be knocked back to far range.

  • Wide Swing
    fear 1

    Force all targets within close range to mark a stress and then make a Morningstar attack on all of them.

Reactions

Motives & tactics

Experiences

  • Heartless +2

Black Iron Brigade Pyremaul

Tier 2 bruiser

A large mercenary in black armor with steam coming out vents in his back

Motives & Tactics: —

Difficulty: 16 | Thresholds: 14/27 | HP: 7 | Stress: 5

ATK: +2 | Morningstar: Very Close | 2d8+5 Physical

Experience: Heartless +2

HP:

STRESS:

Features

Superheated - Passive: All creatures in melee range take an extra 1D4 phy damage when attacked by this adversary
Bull Charge - Action: Charge through a group of enemies within Close range and make an attack on all creatures within the path of the charge. Targets take 2D6 phy damage and must roll Str or be knocked back to far range.
Wide Swing - Action: Force all targets within close range to mark a stress and then make a Morningstar attack on all of them.
Firebomb Launcher - Passive: The adversary launches up to 4 small firebombs from back-mounted launchers. They may fire fewer than 4, but after they have launched the 4th bomb, they are out of ammo. Firebombs can strike any targets at far range in a narrow arc (GM’s discression) behind this adversary, doing 1D8 phy damage per bomb, and setting them on fire (1D6+4 phy damage each activation until the fire is put out). PCs may make an Agility reaction to take half damage. The bombs will also set any flammable material behind the adversary on fire.

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