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Ore Devil

Adversaries Designed by Teranon • Art by Teranon via HeroForge

Adversary overview

Now injured, the hulking stone figure glows brightly with magic - unsettlingly familiar magic.

A now injured construct of stone found in Hollow Base, grafted through unknown means to the petrified head of a dead infernis.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
9
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
13
Major Damage — Mark 2 HP Major
Mark 2 HP
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Flames of War
Range: Close
Damage: 2d12+8
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

  • Weighed Down

    An attack that would move the Ore Devil moves them one fewer range. (For example, Far becomes Close.)

Actions

  • Searing Lunge
    stress 1

    Mark a Stress to attack a target within Far range. On a success, deal 2d10+4 physical damage and knock the target over. The target is Restrained until they succeed a Strength or Finesse roll using the Ore Devil's difficulty, or until the Ore Devil moves out of Very Close range with them.

Reactions

  • Volcanic Vengeance

    When the Ore Devil takes Major damage, roll a d8. On a result of 6 or higher, the Ore Devil blasts torrents of flame out in all directions. All targets within Close range must succeed an Agility reaction roll or take 2d20+5 magic damage.

  • Momentum

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

Motives & tactics

Crush underfoot Burn

Experiences

Ore Devil

Tier 2 solo

Now injured, the hulking stone figure glows brightly with magic - unsettlingly familiar magic.

Motives & Tactics: Crush underfoot, Burn

Difficulty: 15 | Thresholds: 13 / 28 | HP: 9 | Stress: 5

ATK: +4 | Flames of War: Close | 2d12+8 Magical

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.

Weighed Down – Passive: An attack that would move the Ore Devil moves them one fewer range. (For example, Far becomes Close.)

Searing Lunge – Action: Mark a Stress to attack a target within Far range. On a success, deal 2d10+4 physical damage and knock the target over. The target is Restrained until they succeed a Strength or Finesse roll using the Ore Devil's difficulty, or until the Ore Devil moves out of Very Close range with them.

Volcanic Vengeance – Reaction: When the Ore Devil takes Major damage, roll a d8. On a result of 6 or higher, the Ore Devil blasts torrents of flame out in all directions. All targets within Close range must succeed an Agility reaction roll or take 2d20+5 magic damage.

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.