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Acid Burrowers Lair

At a glance

Tier
1
Type
Event
Difficulty
12
Impulses
Dissolve in acid Hatch spawn Restrict Movement

Environment overview

Potential adversaries

Acid Burrower Oozes Hatchlings (Rotted Zombies)

Features

Passives

passive
  • Lair

    The burrows are the lair of an Acid Burrower and consist of a series of connected tunnels and chambers containing acid pits. The Burrower starts with a +1 bonus to their Difficulty in the lair.

Actions

action
  • Hatchlings

    Summon 1d6 Acid Burrower Hatchlings (Rotted Zombies) within Close range of the Acid Burrower.

  • Acid Surge

    Spend a Fear for acid to spread from an acid pit. All PCs within Very Close range of the pit must make an Agility Reaction Roll to move to higher ground. Targets who fail take 1d8+5 direct magic damage and must mark an Armor Slot without receiving its benefits. If they can't mark an Armor Slot they must mark an additional HP.

    Questions
    • How does the elevation change within the tunnels of the lair?

Reactions

reaction
  • Oozes

    When the PCs first enter the lair and encounter an acid pit, summon 2 Green Oozes who emerge from the pit.

  • Not Over Yet

    When the Burrower marks their last HP for the first time, they regain HP equal to twice the number of PCs (max 10) and clear all Stress. The Burrower's Difficulty decreases by 1 and their damage increases by 2. Immediately spotlight the Burrower.

About this environment

An underground warren of criss-crossing tunnels, with tunnels into the earth filled with pools of acid.

Acid Burrowers Lair

Tier 1 Event

Impulses: Dissolve in acid, Hatch spawn, Restrict Movement

Difficulty: 12

Potential Adversaries: Acid Burrower, Oozes, Hatchlings (Rotted Zombies)

Features

Lair - Passive: The burrows are the lair of an Acid Burrower and consist of a series of connected tunnels and chambers containing acid pits. The Burrower starts with a +1 bonus to their Difficulty in the lair.
Hatchlings - Action: Summon 1d6 Acid Burrower Hatchlings (Rotted Zombies) within Close range of the Acid Burrower.
Acid Surge - Action: Spend a Fear for acid to spread from an acid pit. All PCs within Very Close range of the pit must make an Agility Reaction Roll to move to higher ground. Targets who fail take 1d8+5 direct magic damage and must mark an Armor Slot without receiving its benefits. If they can't mark an Armor Slot they must mark an additional HP.
  1. How does the elevation change within the tunnels of the lair?
Oozes - Reaction: When the PCs first enter the lair and encounter an acid pit, summon 2 Green Oozes who emerge from the pit.
Not Over Yet - Reaction: When the Burrower marks their last HP for the first time, they regain HP equal to twice the number of PCs (max 10) and clear all Stress. The Burrower's Difficulty decreases by 1 and their damage increases by 2. Immediately spotlight the Burrower.

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