Ecreevil
An elephant-sized creature that burrows through rock to jump out at their prey.
Motives & Tactics: Burrow, Feed, Drag away
An elephant-sized creature that burrows through rock to jump out at their prey.
This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
These creatures are part of the Depth Hive Mind. They have advantage to resist effects affecting their minds.
If they are cut from it, they fall to their basest instincts.
Mark a Stress to have the Ecreevil burst out of the ground. Make an attack roll against all creatures within Very Close range. The creatures that are hit are knocked over, making them Vulnerable until they next act.
Make an attack against a target within Very Close range. If successful, the target suffers 2d6 physical damage, is Restrained, and must mark an Armor without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor slot, they must mark an additional HP and you gain a Fear.
Tier 1 solo
An elephant-sized creature that burrows through rock to jump out at their prey.
Motives & Tactics: Burrow, Feed, Drag away
Difficulty: 14 | Thresholds: 8/15 | HP: 6 | Stress: 3
ATK: +3 | Claws: Very Close | 1d12+2 Physical
Experience: Tremor Sense +2
HP:
STRESS:
An elephant-sized creature that burrows through rock to jump out at their prey.
Motives & Tactics: Burrow, Feed, Drag away
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No subclasses available.
Answer any of the following, or create your own.
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Ask one of the following, or improvise.
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