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Hammer Spike Thug

Adversary overview

Towering brute, likes to be the meanest in where ever he's at.

Big strong right arm for those with zero morals and an interest in expediency over ethics. These hulking, moderately armoured professional commands a presence when it comes to violence. Armed with iron spikes and hammer they leave a trail of carnage on their way to thier objective.

They work for gold and the chance to maim and torment those weaker than themselves. They have zero issues in harming innocents or threatening to harm them for leverage. They need a strong leader in charge of them, or they can get carried away with causing mayhem.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
10
Stress
5
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Iron Spike
Range: Melee
Damage: 2d8+4
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (2)

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

Actions

  • Nailed It
    stress 1

    Throws a spike up to close range, doing 2d8+4 damage and restraining them until the PC pulls or has the spike pulled out, with a Strength check. Flying characters are grounded by this.

  • Fear Me
    stress 1

    Unleashes a howl of pent up rage, anger and fury.All PCs in close range roll a Presence reaction roll, those that fail loses 1 hope and you gain 1 fear. For those that have no hope you gain 2 fear

Reactions

  • Hammer It Home
    fear 1

    When the standard attack inflicts at least 1hp to a PC in melee range. Spend a fear to Hammer it home. The PC makes a agility or strength reaction roll or takes 2d8+6 Direct Damage.

Motives & tactics

I'm paid to do this and I love it It's ok to scream I'm a professional I always get my way

Experiences

  • Bring the pain +3

Hammer Spike Thug

Tier 2 solo

Towering brute, likes to be the meanest in where ever he's at.

Motives & Tactics: I'm paid to do this and I love it, It's ok to scream I'm a professional, I always get my way

Difficulty: 15 | Thresholds: 14/26 | HP: 10 | Stress: 5

ATK: +3 | Iron Spike: Melee | 2d8+4 Physical

Experience: Bring the pain +3

HP:

STRESS:

Features

Hammer It Home - Reaction: When the standard attack inflicts at least 1hp to a PC in melee range. Spend a fear to Hammer it home. The PC makes a agility or strength reaction roll or takes 2d8+6 Direct Damage.
Relentless (2) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
Nailed It - Action: Throws a spike up to close range, doing 2d8+4 damage and restraining them until the PC pulls or has the spike pulled out, with a Strength check. Flying characters are grounded by this.
Fear Me - Action: Unleashes a howl of pent up rage, anger and fury.All PCs in close range roll a Presence reaction roll, those that fail loses 1 hope and you gain 1 fear. For those that have no hope you gain 2 fear

Discussion

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