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Defiled Æther Stone

Adversaries Designed by Bard & Raven • Art by Reparatus Art

Adversary overview

A long forgotten sacred artifact now corrupted by the Umbra.

Before the apostasy, the Æther Stone was revered for its divine powers being able to channel magic itself. When the umbral winds touched the stone, this magic was perverted and twisted. From that point onwards, it would neither aid the living, nor anchor the divine anymore but seek destruction and death.

Stat block

Tier
4
Type
Leader
Difficulty
10
HP
10
Stress
8
Attack mod
+8
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
50
Major Damage — Mark 2 HP Major
Mark 2 HP
150
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Mind Melt
Range: Very Far
Damage: 1d4
Attack Mod: +8
Damage Type: Magical

Features

Passives

  • Mind Melt

    The Stone has to mark a Stress to make standard attacks. On a successful hit, instead of marking HP the target has to mark 1d4 Stress and they must move towards the Stone as they feel the urge to pick it up.

  • Umbral Corruption

    If a target touches the Stone or marks an HP due to an attack by it, the Stone attaches to their body and they become Corrupted, clearing all marked Stress and gaining a bonus of +1 to their Evasion and Proficiency. While Corrupted, rage fills their mind and they must seek violence. They can be spotlighted by the GM like adversaries. Each time they take the spotlight, they must mark a Stress. When they mark their last HP or Stress slot, they lose the Corrupted condition. Only one target at a time can be corrupted by the Stone.

  • Return To The Void

    When the Stone marks their last HP, they first burst open, billowing umbral mist before collapsing in on itself in a singularity, drawing in everything around them. All targets in Close range must succeed on a Strength or Agility Reaction Roll (18) or gain a Scar as they are squashed together with the imploding Stone. If the Stone marks its last HP while attached to a creature, the creature has to make the Risk it All death move.

Actions

  • Consume Their Minds
    fear 3

    Spend 3 Fear to cause nightmarish visions. All creatures in Far range have to succeed on a Presence or Instinct Reaction Roll (18) or mark 1d4 Stress as they are haunted by their own fears.

Reactions

  • Leeching Resolve

    When the Stone takes Major or higher damage, the causing PC loses a Hope as they feel their resolve vanishing. If they cannot lose a Hope, they must mark 2 Stress and you gain a Fear.

Evolutions

Motives & tactics

Defile Corrupt Destroy Devastate

Experiences

  • Ruinbringer +3
  • Mindpiercer +3

Defiled Æther Stone

Tier 4 leader

A long forgotten sacred artifact now corrupted by the Umbra.

Motives & Tactics: Defile, Corrupt, Destroy, Devastate

Difficulty: 10 | Thresholds: 50/150 | HP: 10 | Stress: 8

ATK: +8 | Mind Melt: Very Far | 1d4 Magical

Experience: Ruinbringer +3, Mindpiercer +3

HP:

STRESS:

Features

Mind Melt - Passive: The Stone has to mark a Stress to make standard attacks. On a successful hit, instead of marking HP the target has to mark 1d4 Stress and they must move towards the Stone as they feel the urge to pick it up.
Umbral Corruption - Passive: If a target touches the Stone or marks an HP due to an attack by it, the Stone attaches to their body and they become Corrupted, clearing all marked Stress and gaining a bonus of +1 to their Evasion and Proficiency. While Corrupted, rage fills their mind and they must seek violence. They can be spotlighted by the GM like adversaries. Each time they take the spotlight, they must mark a Stress. When they mark their last HP or Stress slot, they lose the Corrupted condition. Only one target at a time can be corrupted by the Stone.
Consume Their Minds - Action: Spend 3 Fear to cause nightmarish visions. All creatures in Far range have to succeed on a Presence or Instinct Reaction Roll (18) or mark 1d4 Stress as they are haunted by their own fears.
Leeching Resolve - Reaction: When the Stone takes Major or higher damage, the causing PC loses a Hope as they feel their resolve vanishing. If they cannot lose a Hope, they must mark 2 Stress and you gain a Fear.
Return To The Void - Passive: When the Stone marks their last HP, they first burst open, billowing umbral mist before collapsing in on itself in a singularity, drawing in everything around them. All targets in Close range must succeed on a Strength or Agility Reaction Roll (18) or gain a Scar as they are squashed together with the imploding Stone. If the Stone marks its last HP while attached to a creature, the creature has to make the Risk it All death move.

Discussion

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