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Witch Mutant

Adversary overview

A crying corpse slunked in the shadows.

A sad corpse with long hair and longer claws.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
8
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claw Hands
Range: Very Close
Damage: 2d20
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Noxious Corpse

    Any living creature within close range of the mutant has their attack bonus, evasion, and thresholds decrease by 1.

  • Destructible

    When the Zombie takes Major or greater damage, they mark an additional HP.

  • Flailing Limbs

    When the Zombie makes a standard attack, they can attack all targets within Very Close range.

  • Relentless (X)

    This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Another for the Pile

    When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.

  • Tormented Screams
    stress 1

    Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.

Reactions

  • Shadow In The Dark
    fear 2

    Spend 2 fear to make the Witch appear at anytime within far range of the party and begin crying. The witch won't attack the players unless attacked first.

  • Momentum

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

Evolutions

Motives & tactics

Absorb corpses Flail Cry

Experiences

  • Tear Things Apart +2

Witch Mutant

Tier 2 solo

A crying corpse slunked in the shadows.

Motives & Tactics: Absorb corpses, Flail, Cry

Difficulty: 15 | Thresholds: 14/26 | HP: 8 | Stress: 5

ATK: +4 | Claw Hands: Very Close | 2d20 Physical

Experience: Tear Things Apart +2

HP:

STRESS:

Features

Noxious Corpse - Passive: Any living creature within close range of the mutant has their attack bonus, evasion, and thresholds decrease by 1.
Destructible - Passive: When the Zombie takes Major or greater damage, they mark an additional HP.
Flailing Limbs - Passive: When the Zombie makes a standard attack, they can attack all targets within Very Close range.
Shadow In The Dark - Reaction: Spend 2 fear to make the Witch appear at anytime within far range of the party and begin crying. The witch won't attack the players unless attacked first.
Another for the Pile - Action: When the Zombie is within Very Close range of a corpse, they can incorporate it into themselves, clearing a HP and a Stress.
Tormented Screams - Action: Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (13). Targets who fail lose a Hope and you gain a Fear for each. Targets who succeed must mark a Stress.
Relentless (X) - Passive: This adversary can be spotlighted up to X times per GM turn. Spend Fear as usual to spotlight them.
Momentum - Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Discussion

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