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Ecreevil

Adversaries Designed by LedoMovuct • Art by Eugeny Bunin

Adversary overview

An elephant-sized creature that burrows through rock to jump out at their prey.

Stat block

Tier
1
Type
Solo
Difficulty
14
HP
6
Stress
3
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
15
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Very Close
Damage: 1d12+2
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Depth Hive Mind

    These creatures are part of the Depth Hive Mind. They have advantage to resist effects affecting their minds.
    If they are cut from it, they fall to their basest instincts.

Actions

  • Earth Eruption
    stress 1

    Mark a Stress to have the Ecreevil burst out of the ground. Make an attack roll against all creatures within Very Close range. The creatures that are hit are knocked over, making them Vulnerable until they next act.

  • Tail Spike

    Make an attack against a target within Very Close range. If successful, the target suffers 2d6 physical damage, is Restrained, and must mark an Armor without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor slot, they must mark an additional HP and you gain a Fear.

Reactions

Motives & tactics

Burrow Feed Drag away

Experiences

  • Tremor Sense +2

Ecreevil

Tier 1 solo

An elephant-sized creature that burrows through rock to jump out at their prey.

Motives & Tactics: Burrow, Feed, Drag away

Difficulty: 14 | Thresholds: 8/15 | HP: 6 | Stress: 3

ATK: +3 | Claws: Very Close | 1d12+2 Physical

Experience: Tremor Sense +2

HP:

STRESS:

Features

Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.
Earth Eruption - Action: Mark a Stress to have the Ecreevil burst out of the ground. Make an attack roll against all creatures within Very Close range. The creatures that are hit are knocked over, making them Vulnerable until they next act.
Tail Spike - Action: Make an attack against a target within Very Close range. If successful, the target suffers 2d6 physical damage, is Restrained, and must mark an Armor without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor slot, they must mark an additional HP and you gain a Fear.
Depth Hive Mind - Passive: These creatures are part of the Depth Hive Mind. They have advantage to resist effects affecting their minds. If they are cut from it, they fall to their basest instincts.

Discussion

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