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Astalos, the Thunder Wyvern

Adversaries Designed by ChantillySilly • Art by ミチル (@T_Michiru02) on X

Adversary overview

Large Flying Wyverns with special organs allowing them to generate high-voltage electricity.

Astalos are hyper-aggressive beasts that will violently attack anything on sight regardless of whether they were aggressive or not. By shaking their crest, wings, or tail, they can charge that respective body part with stored electricity for an attack.

Materials from Broken Parts from Astalos
Head – Astalos Crest
Wings – Astalos Wingmembrane (x2)
Wingtalons – Astalos Wingripper (x2)
Tail – Astalos Scissortailblade

3 Luck die from each person after slaying to be like carving in Monster Hunter
Bad Luck – Astalos Shard
Good Luck – Pick between Astalos Shell and Astalos Boltscale
Crit – Astalos Mantle

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
11
Stress
5
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Talon Swipe
Range: Melee
Damage: 2d6+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (X)

    This adversary can be spotlighted up to X+2 times per GM turn, X equals number of parts left intact. Spend Fear as usual to spotlight them.

  • Flight

    While flying, the Astalos gains a +3 bonus to their Difficulty. Cannot gain this bonus once the wings are broken.

  • Breakable Parts

    The Astalos has four breakable parts: Head, Wingtalons, Wings, and Tail. Each part has 4 hp. A part can be targeted instead of the main body to break it. Once the part is broken the ability tied to it is no longer available and the main body marks 1 hp.

  • Shocked

    While a target is Shocked they have disadvantage on Agility rolls. Shocked is removed after the target completes an action. If a Shocked target is Shocked again without clearing the condition then they gain the Paralysis condition.

    While a target has the Paralysis condition they cannot do anything until the Paralysis is removed. Paralysis is removed when an ally uses an action to remove the condition, Astalos attacks the target, or the target consumes the Thunder Tangerine ingredient as part of a Beast Feast.

Actions

  • Lightning Breath
    stress 1

    Select a target within Far range and face them. Then select two additional targets in front of Astalos. All targets make an Agility Reaction roll. On a failure, the two additional targets take 2d6 Magic Damage and become Shocked as pillars of electricity travel toward them. The two beams then converge on the original target. On a failure, the original target is impacted by both pillars and takes 4d6 Magic Damage and become Shocked. On Success, targets take half damage and are not Shocked.

  • Head - Lightning Sword
    fear 1

    The Astalos must be grounded. They shake the organ on their crest before generating a beam of lightning extended from it, then bringing it down on a line of foes in front of them. All targets in a line within Very Close range must succeed on an Agility Reaction Roll or take 6d6 Magic Damage.

  • Wingtalons - Shocking Charge
    fear 1

    Spend a Fear to have the Astalos leap backward into flight before rapidly charging forward up to Close range slamming the ground with both talons alternating releasing small electric bursts. Make an Attack Roll against all targets passed through. On a success, deal 2d8 Magic Damage and apply the Shocked condition.

  • Wings - Thunderstruck

    Countdown (Loop 1d8). When the Astalos takes damage for the first time, activate the countdown. When it triggers, the Astalos flies high up into the sky fully charged with electricity before slamming down on a target making an Attack roll. If the Astalos succeeds the target takes 2d6+6 Physical Damage.

    Then the Astalos releases a shockwave of electricity cascading from it. All creatures within Close range of the impact make an Agility Reaction roll. On a failure, the target takes 2d12 Magic Damage and become Paralyzed.

  • Tail - Lightning Rod
    stress 1

    All creatures within Close range make an Agility Reaction roll. On a failure, each creature takes 2d6 Magic Damage and become Shocked.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

  • Roar
    fear 1

    Spend a Fear to interrupt the players spotlight. All targets within Close range must succeed on a Strength Reaction Roll or mark 1 stress.

Motives & tactics

Carnage Bloodlust

Experiences

  • Violent +2
  • Shocking +2

Astalos, the Thunder Wyvern

Tier 2 solo

Large Flying Wyverns with special organs allowing them to generate high-voltage electricity.

Motives & Tactics: Carnage, Bloodlust

Difficulty: 15 | Thresholds: 14/20 | HP: 11 | Stress: 5

ATK: +3 | Talon Swipe: Melee | 2d6+3 Physical

Experience: Violent +2, Shocking +2

HP:

STRESS:

Features

Relentless (X) - Passive: This adversary can be spotlighted up to X+2 times per GM turn, X equals number of parts left intact. Spend Fear as usual to spotlight them.
Flight - Passive: While flying, the Astalos gains a +3 bonus to their Difficulty. Cannot gain this bonus once the wings are broken.
Breakable Parts - Passive: The Astalos has four breakable parts: Head, Wingtalons, Wings, and Tail. Each part has 4 hp. A part can be targeted instead of the main body to break it. Once the part is broken the ability tied to it is no longer available and the main body marks 1 hp.
Shocked - Passive: While a target is Shocked they have disadvantage on Agility rolls. Shocked is removed after the target completes an action. If a Shocked target is Shocked again without clearing the condition then they gain the Paralysis condition.

While a target has the Paralysis condition they cannot do anything until the Paralysis is removed. Paralysis is removed when an ally uses an action to remove the condition, Astalos attacks the target, or the target consumes the Thunder Tangerine ingredient as part of a Beast Feast.

Lightning Breath - Action: Select a target within Far range and face them. Then select two additional targets in front of Astalos. All targets make an Agility Reaction roll. On a failure, the two additional targets take 2d6 Magic Damage and become Shocked as pillars of electricity travel toward them. The two beams then converge on the original target. On a failure, the original target is impacted by both pillars and takes 4d6 Magic Damage and become Shocked. On Success, targets take half damage and are not Shocked.
Head - Lightning Sword - Action: The Astalos must be grounded. They shake the organ on their crest before generating a beam of lightning extended from it, then bringing it down on a line of foes in front of them. All targets in a line within Very Close range must succeed on an Agility Reaction Roll or take 6d6 Magic Damage.
Wingtalons - Shocking Charge - Action: Spend a Fear to have the Astalos leap backward into flight before rapidly charging forward up to Close range slamming the ground with both talons alternating releasing small electric bursts. Make an Attack Roll against all targets passed through. On a success, deal 2d8 Magic Damage and apply the Shocked condition.
Wings - Thunderstruck - Action: Countdown (Loop 1d8). When the Astalos takes damage for the first time, activate the countdown. When it triggers, the Astalos flies high up into the sky fully charged with electricity before slamming down on a target making an Attack roll. If the Astalos succeeds the target takes 2d6+6 Physical Damage.

Then the Astalos releases a shockwave of electricity cascading from it. All creatures within Close range of the impact make an Agility Reaction roll. On a failure, the target takes 2d12 Magic Damage and become Paralyzed.

Tail - Lightning Rod - Action: All creatures within Close range make an Agility Reaction roll. On a failure, each creature takes 2d6 Magic Damage and become Shocked.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Roar - Reaction: Spend a Fear to interrupt the players spotlight. All targets within Close range must succeed on a Strength Reaction Roll or mark 1 stress.

Discussion

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