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Dagger Mole Swarm

Adversaries Designed by Erik Smith

Adversary overview

Magical Moles with chainsaw teeth and a bad attitude

Dagger Moles are moles about the size of a squirrel with magical, chainsaw teeth. they usually travel in packs of up to 20.

Dagger Moles are an upcoming antagonist in the adventure: Deep Down Below! Coming Soon! By Erik Smith

Stat block

Tier
1
Type
Minion
Difficulty
12
HP
1
Stress
1
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
1
Major Damage — Mark 2 HP Major
Mark 2 HP
1
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Chomp!
Range: Melee
Damage: 5
Attack Mod: +2
Damage Type: Magical

Features

Passives

  • Magical Chainsaw Teeth

    When a PC marks Hit Points from an attack by Dagger Moles, they must also Mark an Armor Slot.

  • Subterranean Movement

    Whenever a Dagger Mole doesn't start a spotlight in melee with another creature, they gain advantage to attack any creature within far range.

  • Minion (8)

    The Minion is defeated when they take any damage. For every damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.

Actions

  • Group Hug
    fear 1

    Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 magical damage each. Combine this damage.

Reactions

Motives & tactics

Eat Swarm Repeat

Experiences

  • Group Hug +2

Dagger Mole Swarm

Tier 1 minion

Magical Moles with chainsaw teeth and a bad attitude

Motives & Tactics: Eat, Swarm, Repeat

Difficulty: 12 | Thresholds: 1 / 1 | HP: 1 | Stress: 1

ATK: +2 | Chomp!: Melee | 5 Magical

Experience: Group Hug +2

HP:

Stress:

Features

Magical Chainsaw Teeth – Passive: When a PC marks Hit Points from an attack by Dagger Moles, they must also Mark an Armor Slot.

Subterranean Movement – Passive: Whenever a Dagger Mole doesn't start a spotlight in melee with another creature, they gain advantage to attack any creature within far range.

Minion (8) – Passive: The Minion is defeated when they take any damage. For every damage a PC deals to the Minion, defeat an additional Minion within range the attack would succeed against.

Group Hug – Action: Spend a Fear to choose a target and spotlight all adversaries with the same name within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 magical damage each. Combine this damage.

Discussion

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