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Jedlinga Mahaniya

Adversary overview

A fearsome commander of the Imperial Navy

An unstoppable guardian of order that screams his attack moves as he makes them.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
10
Stress
5
Attack mod
+5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
18
Major Damage — Mark 2 HP Major
Mark 2 HP
36
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

It's Hammer Time!
Range: Very Close
Damage: 2d12+6
Attack Mod: +5
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.

Actions

  • Hammeruption!
    fear 1

    Spend a Fear to swing your hammer into the ground, filling it with kinetic magic. On your next spotlight, the ground erupts, all creature within close range must make an Instinct Agility Roll or take 1d20 damage and be Vulnerable until they get out of the zone.

Reactions

  • Momentum

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

  • Do not cite the old magic
    stress 1

    Mark a Stress to impose Disadvantage on a Spellcasting roll.

Motives & tactics

Capture Bring order and justice Protect the innocents

Experiences

  • You're under arrest +3

Jedlinga Mahaniya

Tier 3 solo

A fearsome commander of the Imperial Navy

Motives & Tactics: Capture, Bring order and justice, Protect the innocents

Difficulty: 18 | Thresholds: 18/36 | HP: 10 | Stress: 5

ATK: +5 | It's Hammer Time!: Very Close | 2d12+6 Physical

Experience: You're under arrest +3

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.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Hammeruption! - Action: Spend a Fear to swing your hammer into the ground, filling it with kinetic magic. On your next spotlight, the ground erupts, all creature within close range must make an Instinct Agility Roll or take 1d20 damage and be Vulnerable until they get out of the zone.
Do not cite the old magic - Reaction: Mark a Stress to impose Disadvantage on a Spellcasting roll.

Discussion

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