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Giant Bear Abomination

Adversaries Designed by Zac Arnold

Adversary overview

An enormous, ravenous, reptilian bear with massive claws and armored scales. A Witherwild abomination!

Stat block

Tier
2
Type
Bruiser
Difficulty
15
HP
12
Stress
5
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Ravage
Range: Very Close
Damage: 2d12+4
Attack Mod: +2
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.

  • Armored

    When the Abomination takes damage, reduce it by 2.

Actions

  • Brutal Charge
    stress 1

    Mark a Stress to charge through a group within Close range and make an attack against all targets in the Abomination’s path. Targets the Abomination succeeds against take 2d6+8 physical damage and are knocked back to Far range. If the target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).

  • Grab & Hurl
    stress 1

    When the Abomination makes a successful standard attack, it can mark a Stress to hurl the target up to a Very Far distance. It will attempt to hurl the victim at another target, who must make an Agility Reaction Roll to avoid the flying body. The original target takes an additional 2d6 damage when they land, and if the other target fails, they also take 2d6 damage.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

Motives & tactics

Hunt prey Ravage the forest Lay waste

Experiences

Giant Bear Abomination

Tier 2 bruiser

An enormous, ravenous, reptilian bear with massive claws and armored scales. A Witherwild abomination!

Motives & Tactics: Hunt prey, Ravage the forest, Lay waste

Difficulty: 15 | Thresholds: 13/26 | HP: 12 | Stress: 5

ATK: +2 | Ravage: Very Close | 2d12+4 Physical

Experience:

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.
Brutal Charge - Action: Mark a Stress to charge through a group within Close range and make an attack against all targets in the Abomination’s path. Targets the Abomination succeeds against take 2d6+8 physical damage and are knocked back to Far range. If the target is knocked into a solid object or another creature, they take an extra 1d6 damage (combine the damage).
Grab & Hurl - Action: When the Abomination makes a successful standard attack, it can mark a Stress to hurl the target up to a Very Far distance. It will attempt to hurl the victim at another target, who must make an Agility Reaction Roll to avoid the flying body. The original target takes an additional 2d6 damage when they land, and if the other target fails, they also take 2d6 damage.
Armored - Passive: When the Abomination takes damage, reduce it by 2.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Discussion

Be thoughtful and kind.

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