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The Hammoth

Adversary overview

A massive, dire boar, larger than any farm hog, with tusks like daggers and rage burning in its small eyes.

Best used in a magical environment. He can narratively cause magic energies to disperse and weaken or “Wildly Unravel”.

Stat block

Tier
1
Type
Bruiser
Difficulty
12
HP
7
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

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

Features

Passives

  • Thick Hide

    When this adversary takes physical damage, reduce it by 2.

Actions

  • Furious Charge
    fear 1

    Spend 1 Fear to move up to Far range in a straight line towards a target and make a standard attack. On a success, the target and anyone in the path must also make a Strength Reaction Roll or be pushed back to Far range.

  • Wild Unraveling
    fear 1

    The Hammoth bellows, causing the magic nearby to lash out wildly. All creatures (except The Hammoth) within Very Close range must make an Instinct Reaction Roll. On a failure, they mark 1 Stress as the air crackles with unstable, corrupted energy.

Reactions

  • Enraged Retaliation
    stress 1

    When an attacker within Melee range deals Major or greater damage to The
    Hammoth, you can spend 1 Stress to have The Hammoth makes a standard attack against that attacker.

Motives & tactics

Motives and Tactics: Drive intruders from territory. Charge targets and disrupt grouping.

Experiences

The Hammoth

Tier 1 bruiser

A massive, dire boar, larger than any farm hog, with tusks like daggers and rage burning in its small eyes.

Motives & Tactics: Motives and Tactics: Drive intruders from territory. Charge targets and disrupt grouping.

Difficulty: 12 | Thresholds: 8/16 | HP: 7 | Stress: 3

ATK: +1 | Gore: Melee | 1d10+4 Physical

Experience: —

HP:

STRESS:

Features

Thick Hide - Passive: When this adversary takes physical damage, reduce it by 2.
Furious Charge - Action: Spend 1 Fear to move up to Far range in a straight line towards a target and make a standard attack. On a success, the target and anyone in the path must also make a Strength Reaction Roll or be pushed back to Far range.
Wild Unraveling - Action: The Hammoth bellows, causing the magic nearby to lash out wildly. All creatures (except The Hammoth) within Very Close range must make an Instinct Reaction Roll. On a failure, they mark 1 Stress as the air crackles with unstable, corrupted energy.
Enraged Retaliation - Reaction: When an attacker within Melee range deals Major or greater damage to The Hammoth, you can spend 1 Stress to have The Hammoth makes a standard attack against that attacker.

Discussion

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