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Amphiptere

Adversary overview

A winged serpent, with batlike wings and a poison tipped stinger at the end of its tail. Surprisingly maneuverable, amphipteres often lurk in small flocks to hunt for prey.

Stat block

Tier
2
Type
Skulk
Difficulty
13
HP
5
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
7
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws and Teeth
Range: Very Close
Damage: 2d6+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Flight

    While flying, the Amphiptere gains a +3 bonus to their Difficulty.

  • Maintain Distance

    After making a standard attack, the Amphiptere can move anywhere within Far range.

Actions

  • Flocking Dive
    stress 1

    Mark a Stress to attack a target within Far range, on a success, deal 2d8+3 physical damage. If the attack succeeds, multiple Amphipteres within Far Range may mark a stress to join in the attack (without needing to spotlight them), if they do, add 2d6 for each to the total damage.

  • Venomous Stinger

    Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d6+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.

Reactions

—

Evolutions

—

Motives & tactics

Hunt prey Swoop In and Out Harass

Experiences

—

Amphiptere

Tier 2 skulk

A winged serpent, with batlike wings and a poison tipped stinger at the end of its tail. Surprisingly maneuverable, amphipteres often lurk in small flocks to hunt for prey.

Motives & Tactics: Hunt prey, Swoop In and Out, Harass

Difficulty: 13 | Thresholds: 7/18 | HP: 5 | Stress: 3

ATK: +3 | Claws and Teeth: Very Close | 2d6+3 Physical

Experience: —

HP:

STRESS:

Features

Flight - Passive: While flying, the Amphiptere gains a +3 bonus to their Difficulty.
Maintain Distance - Passive: After making a standard attack, the Amphiptere can move anywhere within Far range.
Flocking Dive - Action: Mark a Stress to attack a target within Far range, on a success, deal 2d8+3 physical damage. If the attack succeeds, multiple Amphipteres within Far Range may mark a stress to join in the attack (without needing to spotlight them), if they do, add 2d6 for each to the total damage.
Venomous Stinger - Action: Make an attack against a target within Very Close range. On a success, spend a Fear to deal 1d6+4 physical damage and Poison them until their next rest or they succeed on a Knowledge Roll (16). While Poisoned, the target must roll a d6 before they make an action roll. On a result of 4 or lower, they must mark a Stress.

Discussion

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