Donkey
Adversary overview
A stubborn pack animal that is usually not a threat unless provoked, then it’ll kick you in your soft bits.
Hooks:
Consider parking the Donkey in a narrow cave entrance that won’t budge, or a bridge between canyons. Introduce an NPC like a merchant or a courtier that might offer the Party a reward to help them get the Donkey going. They might even offer a job to travel with them as an escort as the message or goods they have to deliver are in urgent need of the next location and they are already late because of the Donkey.
Stat block
Standard attack
Features
Passives
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Jackass
The Donkey is relentlessly stubborn. When a PC fails an Action roll against the Donkey, they must mark a Stress.
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Emboldened
If the Donkey makes a successful standard attack while within Very Close range of an ally, the Donkey deals 1d6+2 physical damage instead of their standard damage and you gain a Fear.
Actions
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Donkey Kickstress 1
Mark a Stress to make a standard attack. On a success, the target is kicked back up to Far range and becomes Vulnerable until the target next acts.
Reactions
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Hee-Hawstress 1
When the Donkey is targeted by an Action roll, you can mark a Stress to impose disadvantage on it.
Motives & tactics
Experiences
- Study Build +2
Donkey
Tier 1 social
A stubborn pack animal that is usually not a threat unless provoked, then it’ll kick you in your soft bits.
Motives & Tactics: Carry gear, Kick, Refuse commands
Difficulty: 11 | Thresholds: 5 / 8 | HP: 3 | Stress: 4
ATK: 0 | Mule Kick: Melee | 1d4+2 Physical
Experience: Study Build +2
HP:
Stress:
Features
Jackass – Passive: The Donkey is relentlessly stubborn. When a PC fails an Action roll against the Donkey, they must mark a Stress.
Emboldened – Passive: If the Donkey makes a successful standard attack while within Very Close range of an ally, the Donkey deals 1d6+2 physical damage instead of their standard damage and you gain a Fear.
Donkey Kick – Action: Mark a Stress to make a standard attack. On a success, the target is kicked back up to Far range and becomes Vulnerable until the target next acts.
Hee-Haw – Reaction: When the Donkey is targeted by an Action roll, you can mark a Stress to impose disadvantage on it.
Donkey
Hooks:
Consider parking the Donkey in a narrow cave entrance that won’t budge, or a bridge between canyons. Introduce an NPC like a merchant or a courtier that might offer the Party a reward to help them get the Donkey going. They might even offer a job to travel with them as an escort as the message or goods they have to deliver are in urgent need of the next location and they are already late because of the Donkey.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Donkey Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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Remember to be respectful. Comments are moderated and should add to the discussion.