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Raticate ((No. 20) Normal)

Adversary overview

It uses its whiskers to maintain its balance. It apparently slows down if they are cut off.

When it comes to Pokémon, due to the nature of the conversion, we use Stress to represent HP just like the Ranger companion. Unfortunately, we couldn’t add the armor each Pokémon has in this Adversary Stat Block, so we use HP to represent Armor which is used just like any Player Character. This all will make more sense when we release the Open Beta for our Pokémon Conversion that is compatible with Daggerheart.

Stat block

Tier
2
Type
Standard
Difficulty
14
HP
4
Stress
4
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Bite
Range: Melee
Damage: 2d6+4 Dark Type damage
Attack Mod: +1
Damage Type: Physical

Features

Passives

Actions

  • Quick Attack
    fear 1

    Spend a Fear to attack first, no matter what your Evasion score is. When you do, make an Attack Roll. On a success, you deal 1d4+2 Normal Type damage.

  • Tail Whip
    fear 1

    While within Melee range, you can spend a Fear to lower opponents' Armor by 1 for the scene.

  • Hyper Fang
    fear 2

    Spend 2 Fear to charge up Hyper Fang. When you do, you can spend an additional Fear to make an Attack Roll against a target within Melee range. On a success, deal 2d10+6 Normal Type damage.

Reactions

Motives & tactics

Hide Consume Hit and Run

Experiences

Raticate ((No. 20) Normal)

Tier 2 standard

It uses its whiskers to maintain its balance. It apparently slows down if they are cut off.

Motives & Tactics: Hide, Consume, Hit and Run

Difficulty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 4

ATK: +1 | Bite: Melee | 2d6+4 Dark Type damage Physical

Experience: —

HP:

STRESS:

Features

Quick Attack - Action: Spend a Fear to attack first, no matter what your Evasion score is. When you do, make an Attack Roll. On a success, you deal 1d4+2 Normal Type damage.
Tail Whip - Action: While within Melee range, you can spend a Fear to lower opponents' Armor by 1 for the scene.
Hyper Fang - Action: Spend 2 Fear to charge up Hyper Fang. When you do, you can spend an additional Fear to make an Attack Roll against a target within Melee range. On a success, deal 2d10+6 Normal Type damage.

Discussion

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