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Wartortle ((No. 8) Water)

Adversaries Designed by Shield's Rest

Adversary overview

Often hides in water to stalk unwary prey. For swimming fast, it moves its ears to maintain balance.

Evolves at level 4.

When it comes to Pokémon, due to the nature of the conversion, we use Stress to represent HP just like the Ranger companion. Unfortunately, we couldn’t add the armor each Pokémon has in this Adversary Stat Block, so we use HP to represent Armor which is used just like any Player Character. This all will make more sense when we release the Open Beta for our Pokémon Conversion that is compatible with Daggerheart.

Stat block

Tier
2
Type
Bruiser
Difficulty
8
HP
5
Stress
4
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
21
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Water Gun
Range: Close
Damage: 2d6+4 Water Type Damage
Attack Mod: +1
Damage Type: Physical

Features

Passives

Actions

  • Tail Whip
    fear 1

    Spend a Fear within Melee range to lower the opponent's armor by 1 for the duration of the battle.

  • Aqua Tail
    fear 2

    Spend 2 Fear to charge up Aqua Tail. When you do, you can spend an additional Fear to make an Attack Roll against a target within Very Close range. On a success, deal 2d10+4 Water Type damage.

Reactions

  • Withdraw
    fear 1

    Twice per battle, spend a Fear to lower the incoming attack's damage by 1 threshold.

Motives & tactics

Honor Authority Aggressive Tail Attacks

Experiences

Wartortle ((No. 8) Water)

Tier 2 bruiser

Often hides in water to stalk unwary prey. For swimming fast, it moves its ears to maintain balance.

Motives & Tactics: Honor, Authority, Aggressive, Tail Attacks

Difficulty: 8 | Thresholds: 10 / 21 | HP: 5 | Stress: 4

ATK: +1 | Water Gun: Close | 2d6+4 Water Type Damage Physical

Experience:

HP:

Stress:

Features

Tail Whip – Action: Spend a Fear within Melee range to lower the opponent's armor by 1 for the duration of the battle.

Withdraw – Reaction: Twice per battle, spend a Fear to lower the incoming attack's damage by 1 threshold.

Aqua Tail – Action: Spend 2 Fear to charge up Aqua Tail. When you do, you can spend an additional Fear to make an Attack Roll against a target within Very Close range. On a success, deal 2d10+4 Water Type damage.

Discussion

Be thoughtful and kind.

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