Skip to content

Elemental Haunting

Adversary overview

An elemental specter made of shifting sands that haunt solitary nights, shapeshifting into beings whose souls have been consumed by the desert and fueled by unfinished business.

Stat block

Tier
2
Type
Solo
Difficulty
17
HP
4
Stress
4
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

Sand Appendage
Range: Melee
Damage: 1d10+4
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Ghost
    stress 1

    Has resistance to physical damage.
    Mark a Stress: to move up to Close Range through objects with small cracks.

  • Possessed

    When a Possessed creature takes the spotlight, the GM suggests a course of action. The creature can either take that action or mark 2 Stress to act normally.
    Attacks on Possessed are done so with Advantage.

Actions

  • Possession
    fear 1

    Spend a Fear and make a basic attack. On a hit, encase the target, and the target becomes Possessed until it Succeeds on a roll with Hope.

  • Soul Infused Sand Whirl
    stress 1

    Mark a Stress to cause a soul infused sand whirl to kick up within Close range. All PCs in the whirl must make a Strength Reaction Roll or be Blinded, and those who pass must mark a Stress. Shooting targets within and through the whirl have disadvantage.

Reactions

Motives & tactics

Creep & retreat Ensure tireless nights Feed the desert

Experiences

  • Stealth +3
  • Compact +3

Elemental Haunting

Tier 2 solo

An elemental specter made of shifting sands that haunt solitary nights, shapeshifting into beings whose souls have been consumed by the desert and fueled by unfinished business.

Motives & Tactics: Creep & retreat, Ensure tireless nights, Feed the desert

Difficulty: 17 | Thresholds: 8/15 | HP: 4 | Stress: 4

ATK: +3 | Sand Appendage: Melee | 1d10+4 Physical

Experience: Stealth +3, Compact +3

HP:

STRESS:

Features

Ghost - Passive: Has resistance to physical damage. Mark a Stress: to move up to Close Range through objects with small cracks.
Possession - Action: Spend a Fear and make a basic attack. On a hit, encase the target, and the target becomes Possessed until it Succeeds on a roll with Hope.
Possessed - Passive: When a Possessed creature takes the spotlight, the GM suggests a course of action. The creature can either take that action or mark 2 Stress to act normally. Attacks on Possessed are done so with Advantage.
Soul Infused Sand Whirl - Action: Mark a Stress to cause a soul infused sand whirl to kick up within Close range. All PCs in the whirl must make a Strength Reaction Roll or be Blinded, and those who pass must mark a Stress. Shooting targets within and through the whirl have disadvantage.

Discussion

Be thoughtful and kind.

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