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Seregios, the Thousand Blade Wyvern

Adversaries Designed by ChantillySilly • Art by Satoyuki

Adversary overview

Large Flying Wyverns with sharp, blade-like scales covering their body.

Seregios are extremely territorial creatures, using their aerial mobility and powerful hind legs attacks in combat. Seregios have the ability to launch the scales from their body, inflicting their victims with the Bleeding condition.

Opening move – Interrupt players with Roar. If you can get 2+ targets in range use Shooting Scales, otherwise use Scale Fling on furthest target. Fly up and activate four more times using four fear to do four Talon Strikes, one per PC. Stay flying in preparation to Plunge during next major Spotlight.

Materials from Broken Parts from Seregios
Head – Seregios Breacher
Wings – Seregios Scraper (x2)
Legs – Seregios Carver (x2)
Tail – Seregios Impaler

3 Luck die from each person after slaying to be like carving in Monster Hunter
Bad Luck – Seregios Bladescale
Good Luck – Pick between Seregios Scraper and Seregios Carver
Crit – Seregios Dissenter

Stat block

Tier
2
Type
Solo
Difficulty
14
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
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Talon Swipe
Range: Melee
Damage: 2d6+3
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Relentless (X)

    This adversary can be spotlighted up to X+1 times per GM turn, X equals number of parts left intact. Spend Fear as usual to spotlight them.

  • Flight

    While flying, the Seregios gains a +3 bonus to their Difficulty. Cannot gain this bonus once the wings are broken.

  • Breakable Parts

    The Seregios has four breakable parts: Head, Wings, Legs, and Tail. Each part has 4 hp. A part can be targeted instead of the main body to break it. Once the part is broken the ability tied to it is no longer available and the main body marks 1 hp.

  • Bleeding

    While a target is Bleeding they take 1 Direct Damage each time they make an action roll. Bleeding is removed when the target uses any method to unmark an hp slot, makes a Finesse or Knowledge Action roll to stop the bleeding, consumes the Aloe Espera Ingredient as part of a Beast Feast, or uses Aloe Espera to craft a topical Gel.

Actions

  • Head - Shooting Scales
    stress 1

    The Seregios must be grounded as they flare their scales along their neck and launch them at nearby prey. All targets within Very Close range must succeed on an Agility Reaction Roll or take 2d6+3 physical damage and are Bleeding.

  • Wings - Plunge
    fear 1

    Spend a Fear to have the Seregios fly up into the sky, if not already flying, and rapidly plummet toward a target slamming them with both talons. Make an Attack Roll against a target within Very Close range. On a success, deal 2d10+4 physical damage. Regardless of success, the Seregios is briefly stuck in the ground due to the force of the impact; their spotlight ends and they become Restrained until their next activation.

  • Legs - Trampling Grab

    Countdown (Loop 1d8). When the Seregios takes damage for the first time, activate the countdown. When it triggers, the Seregios flies backward and swiftly soars toward a target within Far range grabbing them with their talons. The target must succeed on an Agility Reaction Roll or be dragged along the ground. Targets who are Bleeding have disadvantage on this roll. On a failure, the target must mark a Stress and take 2d12+4 physical damage.

  • Tail - Scale Fling

    Make an Attack Roll against a target within Close range. On a success, deal 2d6+3 Physical Damage and apply Bleeding.

Reactions

  • Momentum

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

  • Roar
    fear 1

    Spend a Fear to interrupt the players spotlight. All targets within Close range must succeed on a Strength Reaction Roll or mark 1 stress.

Motives & tactics

Aerial assault Quick attacks Bleed

Experiences

  • Swift +2
  • Sharp +2

Seregios, the Thousand Blade Wyvern

Tier 2 solo

Large Flying Wyverns with sharp, blade-like scales covering their body.

Motives & Tactics: Aerial assault, Quick attacks, Bleed

Difficulty: 14 | Thresholds: 14/28 | HP: 10 | Stress: 5

ATK: +3 | Talon Swipe: Melee | 2d6+3 Physical

Experience: Swift +2, Sharp +2

HP:

STRESS:

Features

Relentless (X) - Passive: This adversary can be spotlighted up to X+1 times per GM turn, X equals number of parts left intact. Spend Fear as usual to spotlight them.
Flight - Passive: While flying, the Seregios gains a +3 bonus to their Difficulty. Cannot gain this bonus once the wings are broken.
Breakable Parts - Passive: The Seregios has four breakable parts: Head, Wings, Legs, and Tail. Each part has 4 hp. A part can be targeted instead of the main body to break it. Once the part is broken the ability tied to it is no longer available and the main body marks 1 hp.
Bleeding - Passive: While a target is Bleeding they take 1 Direct Damage each time they make an action roll. Bleeding is removed when the target uses any method to unmark an hp slot, makes a Finesse or Knowledge Action roll to stop the bleeding, consumes the Aloe Espera Ingredient as part of a Beast Feast, or uses Aloe Espera to craft a topical Gel.
Head - Shooting Scales - Action: The Seregios must be grounded as they flare their scales along their neck and launch them at nearby prey. All targets within Very Close range must succeed on an Agility Reaction Roll or take 2d6+3 physical damage and are Bleeding.
Wings - Plunge - Action: Spend a Fear to have the Seregios fly up into the sky, if not already flying, and rapidly plummet toward a target slamming them with both talons. Make an Attack Roll against a target within Very Close range. On a success, deal 2d10+4 physical damage. Regardless of success, the Seregios is briefly stuck in the ground due to the force of the impact; their spotlight ends and they become Restrained until their next activation.
Legs - Trampling Grab - Action: Countdown (Loop 1d8). When the Seregios takes damage for the first time, activate the countdown. When it triggers, the Seregios flies backward and swiftly soars toward a target within Far range grabbing them with their talons. The target must succeed on an Agility Reaction Roll or be dragged along the ground. Targets who are Bleeding have disadvantage on this roll. On a failure, the target must mark a Stress and take 2d12+4 physical damage.
Tail - Scale Fling - Action: Make an Attack Roll against a target within Close range. On a success, deal 2d6+3 Physical Damage and apply Bleeding.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Roar - Reaction: Spend a Fear to interrupt the players spotlight. All targets within Close range must succeed on a Strength Reaction Roll or mark 1 stress.

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