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Pale Wind Boss

Adversary overview

Well-dressed, well-mannered, and well-funded.

This adversary is from the Midnight Ride of the Have Mercy adventure frame by Almost Bedtime Theater.

Stat block

Tier
2
Type
Social
Difficulty
14
HP
3
Stress
3
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
5
Major Damage — Mark 2 HP Major
Mark 2 HP
13
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Axe Cane
Range: Melee
Damage: 2d6+2
Attack Mod: 0
Damage Type: Physical

Features

Passives

—

Actions

  • Offer You Can't Refuse

    Make the PC an offer in return for leaving the ice dome alone. If they refuse, or accept and then break their word, gain a Fear.

  • Do This the Hard Way
    fear 1

    Spend a Fear to spotlight 2 Dire Cultists within Far Range.

Reactions

  • We're Family
    stress 1

    If the Boss is targeted by an attack or spell, a Dire Cultist within Very Close range of them can mark a Stress to be the target instead.

Evolutions

—

Motives & tactics

Protect the ice dome Spread the word of the Pale Wind

Experiences

  • Legitimate Businessman +3

Pale Wind Boss

Tier 2 social

Well-dressed, well-mannered, and well-funded.

Motives & Tactics: Protect the ice dome, Spread the word of the Pale Wind

Difficulty: 14 | Thresholds: 5/13 | HP: 3 | Stress: 3

ATK: 0 | Axe Cane: Melee | 2d6+2 Physical

Experience: Legitimate Businessman +3

HP:

STRESS:

Features

Offer You Can't Refuse - Action: Make the PC an offer in return for leaving the ice dome alone. If they refuse, or accept and then break their word, gain a Fear.
Do This the Hard Way - Action: Spend a Fear to spotlight 2 Dire Cultists within Far Range.
We're Family - Reaction: If the Boss is targeted by an attack or spell, a Dire Cultist within Very Close range of them can mark a Stress to be the target instead.

Discussion

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