Atlantean Monarch
The amphibious Atlantean’s ruler with extraordinary abilities.
Motives & Tactics: Lead, show power, rules the waters, punish mainlanders
The amphibious Atlantean’s ruler with extraordinary abilities.
The leader of the underwater Atlanteans. The amphibious leader can breathe on land and has a disdain for mainlanders who took something that belongs to them.
The Monarch can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
The Monarch can move up to Far range instead of Close range before taking an action.
When the Monarch succeeds on an attack, the target must mark an Armor Slot 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.
When the Monarch makes a successful standard attack against a PC, you gain a Fear.
Tier 1 solo
The amphibious Atlantean’s ruler with extraordinary abilities.
Motives & Tactics: Lead, show power, rules the waters, punish mainlanders
Difficulty: 12 | Thresholds: 10/16 | HP: 9 | Stress: 4
ATK: +3 | Trident: Very Close | 1d20 Physical
Experience: Super Humanoid +2
HP:
STRESS:
The amphibious Atlantean’s ruler with extraordinary abilities.
Motives & Tactics: Lead, show power, rules the waters, punish mainlanders
The leader of the underwater Atlanteans. The amphibious leader can breathe on land and has a disdain for mainlanders who took something that belongs to them.
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No subclasses available.
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