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Donkey

Adversaries Designed by Ettin Entertainment

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

Tier
1
Type
Social
Difficulty
11
HP
3
Stress
4
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
5
Major Damage — Mark 2 HP Major
Mark 2 HP
8
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Mule Kick
Range: Melee
Damage: 1d4+2
Attack Mod: 0
Damage Type: Physical

Features

Passives

  • Jackass

    The Donkey is relentlessly stubborn. When a PC fails an Action roll against the Donkey, they must mark a Stress.

  • 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

  • Donkey Kick
    stress 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

  • Hee-Haw
    stress 1

    When the Donkey is targeted by an Action roll, you can mark a Stress to impose disadvantage on it.

Motives & tactics

Carry gear Kick Refuse commands

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.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.