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Goliath High-Inquisitor

Adversary overview

A towering, three-eyed zealot in shining plate armor, wielding a hammer capable of turning men into puddles.

Stat block

Tier
3
Type
Bruiser
Difficulty
16
HP
12
Stress
6
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
40
Major Damage — Mark 2 HP Major
Mark 2 HP
60
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

The Sunder-Hammer
Range: Very Close
Damage: 10d12+5
Attack Mod: +5
Damage Type: Physical

Features

Passives

Actions

  • Seismic Cleave
    stress 2

    Spend 2 Stress: He swings his hammer into the earth. All enemies in Close range must pass a Difficulty 17 Finesse roll or take 4d20 physical damage and be knocked Prone, taking half damage on a successful roll.

  • Indoctrination’s Grasp
    stress 1

    Spend 1 Stress: He reaches out and grapples a target, the target must pass a Difficulty 20 Strength Roll or become grappled. While grappled, the target cannot move, and any damage they take bypasses their lowest damage threshold entirely.

  • Inquisitor’s Rebuke
    stress 2

    Spend 2 Stress: When a character deals damage to him, he instantly retaliates with a brutal backhand, dealing 3d20 physical damage and pushing them to very-close range.

  • Execute the Weak
    fear 2

    Spend 2 Fear: He marks a target with the highest current Stress. His next attack against them rolls double the damage dice.

Reactions

  • Unstoppable Juggernaut
    fear 3

    Spend 3 Fear: He becomes immune to all conditions (Stunned, Restrained, Blinded, etc.) for the rest of the scene and immediately heals 3 HP.

Motives & tactics

Experiences

Goliath High-Inquisitor

Tier 3 bruiser

A towering, three-eyed zealot in shining plate armor, wielding a hammer capable of turning men into puddles.

Motives & Tactics: —

Difficulty: 16 | Thresholds: 40/60 | HP: 12 | Stress: 6

ATK: +5 | The Sunder-Hammer: Very Close | 10d12+5 Physical

Experience: —

HP:

STRESS:

Features

Seismic Cleave - Action: Spend 2 Stress: He swings his hammer into the earth. All enemies in Close range must pass a Difficulty 17 Finesse roll or take 4d20 physical damage and be knocked Prone, taking half damage on a successful roll.
Indoctrination’s Grasp - Action: Spend 1 Stress: He reaches out and grapples a target, the target must pass a Difficulty 20 Strength Roll or become grappled. While grappled, the target cannot move, and any damage they take bypasses their lowest damage threshold entirely.
Inquisitor’s Rebuke - Action: Spend 2 Stress: When a character deals damage to him, he instantly retaliates with a brutal backhand, dealing 3d20 physical damage and pushing them to very-close range.
Execute the Weak - Action: Spend 2 Fear: He marks a target with the highest current Stress. His next attack against them rolls double the damage dice.
Unstoppable Juggernaut - Reaction: Spend 3 Fear: He becomes immune to all conditions (Stunned, Restrained, Blinded, etc.) for the rest of the scene and immediately heals 3 HP.

Discussion

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