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Witherwitch

Adversaries Designed by Klebbo • Art by Sherbakov Stanislav

Adversary overview

A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.

The Witherwitch is a reclusive matriarch of the indelible, unrelenting greenery of the Witherwild. Due to forces unknown, or perhaps, not yet explored, she is unable to recall where she came from, or how she came to be. Her past seemingly disregarded, all that matters to her now is the continued proliferation of her magical influence upon the Witherwild. Her overarching goal: The Witherwild must spread, it must reclaim, it must grow.

The intention behind this adversary was to create a sense of cohesion with the other Witherwild campaign connected adversaries. Introducing the Witherwild Reclamation is a bit bold maybe, it’s definitely very dangerous if it succeeds, however, a sense of impending doom seems really fitting for a Witherwitch — When the Wither Dice reaches it’s max value, you are reclaimed, or at least partially. Anyway, I would love to hear your thoughts and feelings on this. It’s all definitely subject to change.

Stat block

Tier
3
Type
Leader
Difficulty
15
HP
5
Stress
7
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
22
Major Damage — Mark 2 HP Major
Mark 2 HP
38
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Elemental Burst
Range: Far
Damage: 2d8+10
Attack Mod: +6
Damage Type: Magical

Features

Passives

  • Witherwild Reclamation
    stress 1

    When you would mark 1 or more Hit Points, you can instead mark a Stress. The first time you do so in a scene, each PC within Close range gains a d6 Wither Dice that starts with the 1 facing upwards. When the Witherwitch marks a Stress using this ability, increase this dices value by 1. When it reaches it's maximum value, each affected PC must mark 6 Hit Points.

Actions

  • Reinforcements
    stress 1

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

  • Tactician
    stress 1

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

  • Nature's Recourse
    stress 1

    When you spotlight the Witherwitch, you can spend a Fear and choose three targets within Far range. They must make a Presence Reaction Roll (15), on a fail, those targets become Vulnerable until the end of the scene. If you succeed, you can't be affected by this action until after your next rest.

Reactions

Evolutions

Motives & tactics

Control Proliferate Obfuscate

Experiences

  • One with Nature +4
  • Stubborn as a Tree +4

Witherwitch

Tier 3 leader

A cruel mistress of the Witherwild, capable of manipulating the elements and harnessing its power.

Motives & Tactics: Control, Proliferate, Obfuscate

Difficulty: 15 | Thresholds: 22/38 | HP: 5 | Stress: 7

ATK: +6 | Elemental Burst: Far | 2d8+10 Magical

Experience: One with Nature +4, Stubborn as a Tree +4

HP:

STRESS:

Features

Witherwild Reclamation - Passive: When you would mark 1 or more Hit Points, you can instead mark a Stress. The first time you do so in a scene, each PC within Close range gains a d6 Wither Dice that starts with the 1 facing upwards. When the Witherwitch marks a Stress using this ability, increase this dices value by 1. When it reaches it's maximum value, each affected PC must mark 6 Hit Points.
Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
Tactician - Action: When you spotlight the Witherwitch, mark a Stress to also spotlight two allies within Close range.
Nature's Recourse - Action: When you spotlight the Witherwitch, you can spend a Fear and choose three targets within Far range. They must make a Presence Reaction Roll (15), on a fail, those targets become Vulnerable until the end of the scene. If you succeed, you can't be affected by this action until after your next rest.

Discussion

Be thoughtful and kind.

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