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Terror Eel

Adversaries Designed by Tim Roddick-Hull

Adversary overview

A monstrous eel that swims in the depths of the Mothdust Cenotes, picking off those unlucky enough to stray from the well known caverns with magical pulses and a fanged maw.

The Terror Eel is the alpha of an underwater nest, with other eels and fish protecting it in a shoal. It works best as part of a large group encounter with Electric Eels and other aquatic monsters.

Stat block

Tier
2
Type
Leader
Difficulty
16
HP
8
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

Grasping Fangs
Range: Melee
Damage: 2d8+1
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Terrifying

    When the Eel makes a successful attack, all PCs within Far range lose a hope, and you gain a Fear

Actions

  • Summon The Shoal
    stress 1

    Once per scene, mark a Stress to summon 1d6 Eel Hordes and 1d4 Biting Fangfish (Sharks), which appear at Far range.

  • Bladed Fin Maelstrom
    fear 1

    The Terror Eel makes an attack roll. Spend a Fear to deal 2d10+4 damage to all enemies within Very Close range that are hit, then move up to Far range.

Reactions

  • Burning Blood

    When a creature inflicts Major or higher damage on the Terror Eel, they suffer a Stress.

Motives & tactics

Summon Creatures Hit And Run

Experiences

  • Monster Of The Deep +2

Terror Eel

Tier 2 leader

A monstrous eel that swims in the depths of the Mothdust Cenotes, picking off those unlucky enough to stray from the well known caverns with magical pulses and a fanged maw.

Motives & Tactics: Summon Creatures, Hit And Run

Difficulty: 16 | Thresholds: 14 / 28 | HP: 8 | Stress: 5

ATK: +3 | Grasping Fangs: Melee | 2d8+1 Physical

Experience: Monster Of The Deep +2

Features

Summon The Shoal – Action: Once per scene, mark a Stress to summon 1d6 Eel Hordes and 1d4 Biting Fangfish (Sharks), which appear at Far range.

Bladed Fin Maelstrom – Action: The Terror Eel makes an attack roll. Spend a Fear to deal 2d10+4 damage to all enemies within Very Close range that are hit, then move up to Far range.

Burning Blood – Reaction: When a creature inflicts Major or higher damage on the Terror Eel, they suffer a Stress.

Terrifying – Passive: When the Eel makes a successful attack, all PCs within Far range lose a hope, and you gain a Fear

Discussion

Be thoughtful and kind.

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