Chort
Adversary overview
Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge.
Chorts are the somewhat smaller kin of morvudds. Yet any adventurer who thinks their diminutive stature means they present no danger commits a grave error — the kind that can end his career permanently. Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge. After downing their foe, they bite, kick, and strike with their clawtipped paws.
Legends often mistake chorts for sylvans, ascribing to them the ability to speak, stand on two legs, gobble up cabbage, play pranks and work mischief around the household. The arrival of a true chort in a region soon puts an end to such tales. The creatures do not speak, at best communicating with each other through grunts, snorts and moans. They get about on four legs and as for their “mischief”… they destroy farmsteads, devouring anything that can be devoured, including cabbage, if such is available, but also extending to poultry, pork, the family dog and then the family itself.
Chorts fight with little finesse, running straight towards their opponent and trying to knock him to the ground with the force of their charge. After downing their foe, they bite, kick and strike with their claw-tipped paws. Due to their size and four-legged posture, they are mostly unperturbed by the force of the Aard Sign, and the regenerative powers of their body allow any wounds they receive to heal at a rapid pace. A moondust bomb can temporarily halt this regeneration, and the beast is particularly flammable when engaged with the sign of Igni. Loud noises will also disorient chorts, disrupting their defences.
Stat block
Standard attack
Features
Passives
Actions
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Devastating Chargestress 1
Mark a Stress: If the Chort moves against a target further than Close range and does a normal attack at the end, the target makes a Strength Reaction Roll (20). If the target fails, it is blasted to a Very Far location and marks 2 additional Hit points. The Chort cannot move further than Far range with this attack.
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Regenerationstress 1
Mark a Stress: The Chort regenerates 1 HP.
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Third Eye - Sleepfear 1
Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it falls into the condition Sleep. Sleep: The target is vulnerable and cannot move or act. Also being put to sleep removes 1 Stress from the target. The condition is removed once the target is attacked (by any source) or shaken awake by another creature. The target then gains the condition Waking Up. Waking Up: The target marks 1 Stress. They are vulnerable until they take the spotlight.
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Third Eye - Panickedfear 1
Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it becomes Frightened. Frightened: Every time the creature takes the spotlight, it must move Far and make an Agility Roll as if it were a normal move. The creature must move away from the Chort by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place that is in Very Far range away from the Chort, where it can no longer see it, this effect ends.
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Third Eye - Sickenedfear 1
Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it has disadvantage on Attack Rolls and Reaction Rolls. The creature can repeat the Instinct Roll every time they take the spotlight, ending the effect on itself on a success.
Reactions
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
Motives & tactics
Experiences
Chort
Tier 4 bruiser
Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge.
Motives & Tactics: Mistaken Folktale, Hulking Menace, Third Eye
Difficulty: 19 | Thresholds: 35 / 65 | HP: 8 | Stress: 5
ATK: +7 | Claws: Melee | 4d8+8 Physical
Experience: —
HP:
Stress:
Features
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Devastating Charge – Action: Mark a Stress: If the Chort moves against a target further than Close range and does a normal attack at the end, the target makes a Strength Reaction Roll (20). If the target fails, it is blasted to a Very Far location and marks 2 additional Hit points. The Chort cannot move further than Far range with this attack.
Regeneration – Action: Mark a Stress: The Chort regenerates 1 HP.
Third Eye - Sleep – Action: Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it falls into the condition Sleep. Sleep: The target is vulnerable and cannot move or act. Also being put to sleep removes 1 Stress from the target. The condition is removed once the target is attacked (by any source) or shaken awake by another creature. The target then gains the condition Waking Up. Waking Up: The target marks 1 Stress. They are vulnerable until they take the spotlight.
Third Eye - Panicked – Action: Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it becomes Frightened. Frightened: Every time the creature takes the spotlight, it must move Far and make an Agility Roll as if it were a normal move. The creature must move away from the Chort by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place that is in Very Far range away from the Chort, where it can no longer see it, this effect ends.
Third Eye - Sickened – Action: Spend a Fear: The Chort magically forces a creature it can see within Far Range of it to make an Instinct Reaction Roll (15). If the target fails, it has disadvantage on Attack Rolls and Reaction Rolls. The creature can repeat the Instinct Roll every time they take the spotlight, ending the effect on itself on a success.
Chort
Chorts are the somewhat smaller kin of morvudds. Yet any adventurer who thinks their diminutive stature means they present no danger commits a grave error — the kind that can end his career permanently. Chorts fight with little finesse, running straight towards their opponent and trying to mow him to the ground with the force of their charge. After downing their foe, they bite, kick, and strike with their clawtipped paws.
Legends often mistake chorts for sylvans, ascribing to them the ability to speak, stand on two legs, gobble up cabbage, play pranks and work mischief around the household. The arrival of a true chort in a region soon puts an end to such tales. The creatures do not speak, at best communicating with each other through grunts, snorts and moans. They get about on four legs and as for their “mischief”… they destroy farmsteads, devouring anything that can be devoured, including cabbage, if such is available, but also extending to poultry, pork, the family dog and then the family itself.
Chorts fight with little finesse, running straight towards their opponent and trying to knock him to the ground with the force of their charge. After downing their foe, they bite, kick and strike with their claw-tipped paws. Due to their size and four-legged posture, they are mostly unperturbed by the force of the Aard Sign, and the regenerative powers of their body allow any wounds they receive to heal at a rapid pace. A moondust bomb can temporarily halt this regeneration, and the beast is particularly flammable when engaged with the sign of Igni. Loud noises will also disorient chorts, disrupting their defences.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Chort Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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