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Three Bone Claw Strategist

Adversary overview

A magus of the sect of the white bone claw

One of the lieutenants of the Three Bone Claw Sect. This magus has been inducted into the mysteries of the Concordance of the Depths.

Stat block

Tier
3
Type
Leader
Difficulty
18
HP
7
Stress
6
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
39
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Aura of Cruelty
Range: Close
Damage: 3d8+4
Attack Mod: +6
Damage Type: Magical

Features

Passives

  • Hidden gills

    This magus is able to breathe underwater and is immune to drowning.

  • Ramp Up
    fear 1

    You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.

Actions

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

  • Move as Unit
    fear 2

    Spend 2 Fear to spotlight up to five allies within Far range.

  • Tactician
    stress 1

    When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.

Reactions

  • Momentum

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

Motives & tactics

Manipulate Scheme Subvert Intimidate

Experiences

  • Frightening Countenance +3
  • Shrewd Negotiator +3
  • Tactical mind +3

Three Bone Claw Strategist

Tier 3 leader

A magus of the sect of the white bone claw

Motives & Tactics: Manipulate, Scheme, Subvert, Intimidate

Difficulty: 18 | Thresholds: 22/39 | HP: 7 | Stress: 6

ATK: +6 | Aura of Cruelty: Close | 3d8+4 Magical

Experience: Frightening Countenance +3, Shrewd Negotiator +3, Tactical mind +3

HP:

STRESS:

Features

Hidden gills - Passive: This magus is able to breathe underwater and is immune to drowning.
Ramp Up - Passive: You must spend a Fear to spotlight the adversary. While spotlighted, they can make their standard attack against all targets within range.
Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
Move as Unit - Action: Spend 2 Fear to spotlight up to five allies within Far range.
Tactician - Action: When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Discussion

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