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Cinderhoof Charger

Adversaries Designed by Gaurelin • Art by Claudia Sanchez

Adversary overview

A powerful equine which is perfectly adapted to the searing heat and falling ash of volcanic and geothermal regions.

The Cinderhoof Charger’s hide is thick, dark, and astonishingly leathery, often patterned with markings that resemble cooling lava flows or shattered obsidian shards. Their hooves are not formed of keratin, but instead a naturally heat-resistant, dark mineral composite that glows faintly like a cooling ember. Cinderhoof Chargers are immune to extremes of heat and can navigate across fields of molten rock or deep ash with astonishing agility. Their breath often carries the faint, unmistakable scent of sulfur. They are renowned for their fierce temperament and the sheer, devastating power of their charges, which are said to be capable of shattering solid rock.

Stat block

Tier
3
Type
Bruiser
Difficulty
16
HP
7
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
21
Major Damage — Mark 2 HP Major
Mark 2 HP
38
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Cinderhooves
Range: Melee
Damage: 3d10+5
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Forged in Fire

    The Charger is immune to any and all damage or effects which might result from exposure to heat or flames of any variety, regardless of origin.

Actions

  • Cometary Charge
    fear 1

    Wreathing itself in fire, the Charger lives up to its name. Spend a Fear to move the Charger in a straight line to a point within Far range, making an attack against all creatures and objects along its path. Those it succeeds against take 2d10+15 physical damage and are knocked prone, becoming Vulnerable until they next take the spotlight. Those it fails against must Mark a Stress.

  • Cinder Snort
    fear 1

    Spend a Fear to have the Charger exhale a cloud of ash and burning cinders. All targets in front of the Charger within Very Close range must succeed at an Agility or Strength Reaction Roll or take 3d8 magical damage. On a success, they take half damage.

Reactions

  • Vicious Reprisal
    stress 1

    Any time the Charger takes Major or greater damage, you may Mark a Stress to have the Charger react with a swift and violent kick in response. Make an attack against the triggering creature, dealing 2d8+6 damage, gaining a Fear, and causing the target to lose a Hope on a success.

Motives & tactics

Run wild Charge Kick Snort

Experiences

  • Sturdy +3

Cinderhoof Charger

Tier 3 bruiser

A powerful equine which is perfectly adapted to the searing heat and falling ash of volcanic and geothermal regions.

Motives & Tactics: Run wild, Charge, Kick, Snort

Difficulty: 16 | Thresholds: 21/38 | HP: 7 | Stress: 5

ATK: +4 | Cinderhooves: Melee | 3d10+5 Physical

Experience: Sturdy +3

HP:

STRESS:

Features

Forged in Fire - Passive: The Charger is immune to any and all damage or effects which might result from exposure to heat or flames of any variety, regardless of origin.
Cometary Charge - Action: Wreathing itself in fire, the Charger lives up to its name. Spend a Fear to move the Charger in a straight line to a point within Far range, making an attack against all creatures and objects along its path. Those it succeeds against take 2d10+15 physical damage and are knocked prone, becoming Vulnerable until they next take the spotlight. Those it fails against must Mark a Stress.
Cinder Snort - Action: Spend a Fear to have the Charger exhale a cloud of ash and burning cinders. All targets in front of the Charger within Very Close range must succeed at an Agility or Strength Reaction Roll or take 3d8 magical damage. On a success, they take half damage.
Vicious Reprisal - Reaction: Any time the Charger takes Major or greater damage, you may Mark a Stress to have the Charger react with a swift and violent kick in response. Make an attack against the triggering creature, dealing 2d8+6 damage, gaining a Fear, and causing the target to lose a Hope on a success.

Discussion

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