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Caskbearers

Adversary overview

Skeletal porters carrying a sloshing keg of ghostly ale bound in rusted chains upon their backs, which they use to make attacks.

Skeletal haulers carrying a sloshing keg of Ghostdraught chained to its back. The fluid inside glows faintly with the condensed “spirits” collected from those who died by drink. Destroying one is messy work: as the kegs burst like overripe fruit, spilling hissing ghostly ale that burns flesh with its deathly cold.
They serve Drayman without question, and are extensions of his spirit. When Corvis Drayman is defeated, all Caskbearers fall unmoving to the ground.

Stat block

Tier
2
Type
Standard
Difficulty
12
HP
5
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Chains
Range: Very Close
Damage: 2d6+3
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Slosh & Stagger

    The Caskbearer moves in random ways. Melee attacks against them have Disadvantage.

Actions

Reactions

  • Tapped Out

    When a Caskbearer takes Severe damage, they explode. Make an attack against all targets within Very Close range. Targets the Caskbearer succeeds against take 2d6+2 magic damage. Mark all remaining Hit Points on the Caskbearer, and remove them from play.

Motives & tactics

Carry the load Stagger and slosh Explode

Experiences

Caskbearers

Tier 2 standard

Skeletal porters carrying a sloshing keg of ghostly ale bound in rusted chains upon their backs, which they use to make attacks.

Motives & Tactics: Carry the load, Stagger and slosh, Explode

Difficulty: 12 | Thresholds: 9/16 | HP: 5 | Stress: 3

ATK: +2 | Chains: Very Close | 2d6+3 Physical

Experience: —

HP:

STRESS:

Features

Slosh & Stagger - Passive: The Caskbearer moves in random ways. Melee attacks against them have Disadvantage.
Tapped Out - Reaction: When a Caskbearer takes Severe damage, they explode. Make an attack against all targets within Very Close range. Targets the Caskbearer succeeds against take 2d6+2 magic damage. Mark all remaining Hit Points on the Caskbearer, and remove them from play.

Discussion

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