Ende The Apocolyptic Dragon
An apocalyptic beast that brings the end of the world. The mortal enemy of all life.
Motives & Tactics: End World, Consume Magic, Kill Heroes
An apocalyptic beast that brings the end of the world. The mortal enemy of all life.
This adversary can be spotlighted up to X times per GM turn, Where X is equal to the amount of heads the dragon has (starts with one). Spend Fear as usual to spotlight them.
When the dragon takes damage, reduce it by 20.
The dragon is immune to all conditions.
Every roll in the scene is made with fear and generates double fear. At the end of every dragon turn choose a random player to roll a d20 nobody can roll higher than the number rolled on the d20 until it is rerollef
When you reach 12 fear you immediately spend it to create 6 wrath.
When all Heads are destroyed the dragon can only take a single action to generate fear equal to the amount of heads destoyed until they reach an amount of wrath equal to the amount of heads destroyed in which case they all regenerate plus one.
At any time spend a wrath and a stress to cause any part to recover 2 HP. Preferably the body.
While the wings are intact every body part gains a +2 to their difficulty and the closest a player can get to the legs while on the ground is close range and the closest a player can get to the rest of the body is far range.
The legs have 8 HP for every misssing 2, one leg is disabled
If you lure it near a large enough building and deal enough damage to the building (decided by GM) you can drop it on the dragon and take out either its tail, wings, or head. Tell your players they can do this and that it will only fall for this trick once.
While fighting the dragon players can only take the avoid death death move. If it defeats everyone it will destroy ALL their equipment with its breath but before it finishes them off all the allies made during their adventure come and save you and then help you so you can fight the dragon. When you do this the fight is different, all your important NPCs get a powerful stat block to represent them the less important ones use support statblocks modified to help the players and debuff the enemy and they can be spotlighted with hope. While they are fighting with you you can roll with hope and both rolls with hope and rolls with fear generate double. The NPCs gift the players equipment to replace their weapons and armor that are one tier less than the armor they lost. The players also get one power of friendship point each where whenever they want they can choose to roll a d2 (a coin) for any roll where rolling a 1 is a failure with fear and rolling a 2 is a critical success. (preferably use chocolate coins the players can eat after using)
Spend a stress, all your adversaries within very far range roll a d6. On a 1 they have the ignited condition meaning they mark an HP every time they make an action roll (count it as 1 physical damage). On a 2 they are chilled meaning they have disadvantage on all attack rolls. On a 3 they are trapped making them restrained and vulnerable meaning they are unable to move and all attacks have advantage against them. On a 4 they are poisoned meaning every time they make an action roll they mark a stress. On a 5 they are cursed; whenever they make an action roll you (GM) can spend a stress to gain a fear and they lose a hope. On a 6 they are protected meaning they take half damage every time they take damage. Doing this action again removes all previous effects.
Spend a wrath, every player rolls a d20 on an 11-20 they’re safe but on a 1-10 they’re getting hit for major damage but one of the safe players can choose to jump in front of them and take severe damage
Attack a player in the direction the dragon is facing with +5 to hit 4d12+12 damage. If it succeeds that player is swallowed while swallowed they can succeed automatically on attacks against the body but every action they take they must mark 3 stress. Or they can attempt a (25) dif strength roll to escape the dragon's belly.
While the wings are intact spend a wrath to gather all the players in a cardinal direction of your choice.
When this adversary makes a successful attack against a PC, you gain a Fear.
The first time you reach 3 HP or less on the body you begin to generate 1 wrath at the start of every turn.
At the start of their turn the dragon chooses one of the cardinal directions to face. It is so slow it can't change direction except at the start of their turn.
At the start of each turn, the dragon stomps its legs bringing up magma that takes up the entire scene in one of the cardinal directions labeled 1-4, for every leg it’s missing it misses out on a direction, and when it rolls a d4 to choose a direction it lost access to nothing happens. Creatures that end their action in lava take minor unavoidable damage.
When another body part is about to lose a scary amount of HP you can spend a wrath to have one of your heads mark the HP instead.
Tier 4 Colossus
An apocalyptic beast that brings the end of the world. The mortal enemy of all life.
Motives & Tactics: End World, Consume Magic, Kill Heroes
Size: A mile tall and 3 miles long.
Segments: 1 Head, 1 Body, 1 Wings, 1 Legs, 1 Tail
Thresholds: 35/65 | Stress: 10
Experience: Destroy City +10
STRESS:
An apocalyptic beast that brings the end of the world. The mortal enemy of all life.
Motives & Tactics: End World, Consume Magic, Kill Heroes
Adjacent: Body
Difficulty: 16 | HP: 3 | ATK: 0
Standard: Very Close | — physical
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Adjacent: Head, Wings, Legs, Tail
Difficulty: 19 | HP: 12 | ATK: 0
Standard: Very Close | — physical
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Adjacent: —
Difficulty: 20 | HP: 4 | ATK: 0
Standard: Very Close | — physical
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Adjacent: Body
Difficulty: 16 | HP: 8 | ATK: 0
Teraton Stomp: Very Close | Xd20+20 where X = total amount o physical
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Adjacent: —
Difficulty: 18 | HP: 5 | ATK: 0
Standard: Close | — physical
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No subclasses available.
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