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Tentacruel ((No. 73) Water/Poison)

Adversary overview

The tentacles are normally kept short, on hunts, they are extended to ensnare and immobilize prey.

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
3
Type
Bruiser
Difficulty
15
HP
6
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Acid
Range: Close
Damage: 3d6+6 Poison Type Damage
Attack Mod: +2
Damage Type: Magical

Features

Passives

Actions

  • Wrap/Bind/Constrict

    Make a Command Roll against a target within Melee range. On a success, you bind or wrap around the target dealing 1d8+3 Normal Type damage and temporarily restrain the target. You can make subsequent attacks the target at advantage to deal an additional 1d6+2 Normal Type damage until the target is freed.

  • Toxic
    fear 3

    Spend 3 Fear to launch toxic sludge at a target within Very Close range. The target becomes badly poisoned. A creature poisoned in this way takes double the poison effect until the condition is cleared.

  • Supersonic
    fear 1

    Spend a Fear to make an Attack Roll against a target within Close range. On a success, the target is temporarily Confused.

  • Bubblebeam
    fear 2

    Spend 2 Fear to charge up Bubblebeam. When you do you can spend an additional Fear to make an Attack Roll against a target within Close range. On a success, deal 3D8+6 Water Type damage.

Reactions

Motives & tactics

Trap Constrict Poison Confuse Hunt

Experiences

Tentacruel ((No. 73) Water/Poison)

Tier 3 bruiser

The tentacles are normally kept short, on hunts, they are extended to ensnare and immobilize prey.

Motives & Tactics: Trap, Constrict, Poison, Confuse, Hunt

Difficulty: 15 | Thresholds: 13/26 | HP: 6 | Stress: 5

ATK: +2 | Acid: Close | 3d6+6 Poison Type Damage Magical

Experience: —

HP:

STRESS:

Features

Wrap/Bind/Constrict - Action: Make a Command Roll against a target within Melee range. On a success, you bind or wrap around the target dealing 1d8+3 Normal Type damage and temporarily restrain the target. You can make subsequent attacks the target at advantage to deal an additional 1d6+2 Normal Type damage until the target is freed.
Toxic - Action: Spend 3 Fear to launch toxic sludge at a target within Very Close range. The target becomes badly poisoned. A creature poisoned in this way takes double the poison effect until the condition is cleared.
Supersonic - Action: Spend a Fear to make an Attack Roll against a target within Close range. On a success, the target is temporarily Confused.
Bubblebeam - Action: Spend 2 Fear to charge up Bubblebeam. When you do you can spend an additional Fear to make an Attack Roll against a target within Close range. On a success, deal 3D8+6 Water Type damage.

Discussion

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