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Stormwings

Adversaries Designed by tudy • Art by Khoa Viet

Adversary overview

Attracted by thunderstorms, these seagull-sized insects have crackling wings that infuse electrical potenial in their prey to stun it.

To make those sea-storms a bit more endangering. Are the Stormwings following the storms or are they causing them? What ideas can the PC come up with to “ground themselves” to avoid accumulating charge counters?

Part of my Hundred Island campaign.

Stat block

Tier
2
Type
Horde
Difficulty
14
HP
4
Stress
2
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
20
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Sting
Range: Melee
Damage: 2d10+4
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Electrical Charge
    fear 1

    Spend a Fear to have Stormwings engulf all targets in Melee range to charge them electrostatically. Give each target a charge counter; if this is their third charge counter, remove all charge counters from it and deal 2d12 direct damage as electricity erupts violently from the target hitting.

  • Horde (2d6+2)

    When the Horde has marked half or more of their Hit Points, their standard attack deals 2d6+2 physical damage instead.

Actions

Reactions

Evolutions

Motives & tactics

Swarm stun through electricity hunt in the storm

Experiences

  • Ride the storm +3

Stormwings

Tier 2 horde (5/HP)

Attracted by thunderstorms, these seagull-sized insects have crackling wings that infuse electrical potenial in their prey to stun it.

Motives & Tactics: Swarm, stun through electricity, hunt in the storm

Difficulty: 14 | Thresholds: 10/20 | HP: 4 | Stress: 2

ATK: +1 | Sting: Melee | 2d10+4 Physical

Experience: Ride the storm +3

HP:

STRESS:

Features

Electrical Charge - Passive: Spend a Fear to have Stormwings engulf all targets in Melee range to charge them electrostatically. Give each target a charge counter; if this is their third charge counter, remove all charge counters from it and deal 2d12 direct damage as electricity erupts violently from the target hitting.
Horde (2d6+2) - Passive: When the Horde has marked half or more of their Hit Points, their standard attack deals 2d6+2 physical damage instead.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.