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ADULT MURK DRAKE

Adversary

DH IC · p.83 · 3p

Open source p.83
Demiplane
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!dh-import --name|ADULT MURK DRAKE --HP|11 --Stress|6 --Difficulty|17 --Thresholds|Major 24 / Severe 42 --Attack_Dice|1d20+6 --Damage|3d12+8 --Experiences|I Know the Swamp +3 --Special_1|**Relentless (3) (Passive):** The Drake can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them. --Special_2|**Join Me! (Passive):** When a PC enters Far range of the Murk Drake, they hear enticing whispers in their mind. Any time during the scene, the PC can choose to replace their Fear die with a d20 for any Action Roll, but must make a Presence Reaction Roll immediately afterward. On a failure, their Hope die decreases by one size (d12 becomes d10, d10 becomes d8, etc.) until they take a rest or the Drake is defeated. On a success, they mark 2 Stress. --Special_3|**Caustic Breath (Action):** Spend a Fear for the Drake to breathe an acidic mist in front of it out to Far range. All targets within the area must mark an Armor Slot without gaining the benefits and make an Agility Reaction Roll. On a failure, the target loses a Hope and is Bathed in Acid. While Bathed in Acid, the target must mark an Armor Slot each time they make an Action Roll until the scene ends or they mark 2 Stress to clean themselves off. The Drake clears a Stress for each failure. --Special_4|**Tail Slam (Action):** Mark a Stress to make an attack roll, swinging the Drake’s huge tail at all targets behind it within Close range. Targets the Drake succeeds against take 3d8+10 physical damage and are knocked back to Far range. --Special_5|**Snap Back (Reaction):** When the Drake marks HP from an attack within Very Close range, you can mark a Stress to bite the attacker for 3d6+3 physical damage and you gain a Fear. --Special_6|**Terrifying Roar (Reaction):** When the Drake deals Severe damage to a target, they emit a roar of victory. All targets within Very Far range must succeed on a Presence Reaction Roll or lose a Hope.
ADULT MURK DRAKE

Tier 3 · Solo

Difficulty 17 Thresholds 24/42 M/S HP 11 Stress 6

ATK ·Bite: Very Close | phy

Motives & Tactics: Scheme, sneak, entice, corrupt, flaunt power

Experience: I Know the Swamp +3

Relentless (3) Passive The Drake can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Join Me! Passive When a PC enters Far range of the Murk Drake, they hear enticing whispers in their mind. Any time during the scene, the PC can choose to replace their Fear die with a for any Action Roll, but must make a Presence Reaction Roll immediately afterward. On a failure, their Hope die decreases by one size ( becomes , becomes , etc.) until they take a rest or the Drake is defeated. On a success, they mark 2 Stress.

Caustic Breath Action Spend a Fear for the Drake to breathe an acidic mist in front of it out to Far range. All targets within the area must mark an Armor Slot without gaining the benefits and make an Agility Reaction Roll. On a failure, the target loses a Hope and is Bathed in Acid. While Bathed in Acid, the target must mark an Armor Slot each time they make an Action Roll until the scene ends or they mark 2 Stress to clean themselves off. The Drake clears a Stress for each failure.

Tail Slam Action Mark a Stress to make an attack roll, swinging the Drake’s huge tail at all targets behind it within Close range. Targets the Drake succeeds against take physical damage and are knocked back to Far range.

Snap Back Reaction When the Drake marks HP from an attack within Very Close range, you can mark a Stress to bite the attacker for physical damage and you gain a Fear.

Terrifying Roar Reaction When the Drake deals Severe damage to a target, they emit a roar of victory. All targets within Very Far range must succeed on a Presence Reaction Roll or lose a Hope.

An enormous, cunning reptile that revels in the darkest, filthiest parts of a swamp.

Motives & Tactics: Scheme, sneak, entice, corrupt, flaunt power

Difficulty: 17 | Thresholds: 24/42 | HP: 11 | Stress: 6

ATK: | Bite: Very Close | phy

Experience: I Know the Swamp

Features

Relentless (3) - Passive: The Drake can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.

Join Me! - Passive: When a PC enters Far range of the Murk Drake, they hear enticing whispers in their mind. Any time during the scene, the PC can choose to replace their Fear die with a for any Action Roll, but must make a Presence Reaction Roll immediately afterward. On a failure, their Hope die decreases by one size ( becomes , becomes , etc.) until they take a rest or the Drake is defeated. On a success, they mark 2 Stress.

Caustic Breath - Action: Spend a Fear for the Drake to breathe an acidic mist in front of it out to Far range. All targets within the area must mark an Armor Slot without gaining the benefits and make an Agility Reaction Roll. On a failure, the target loses a Hope and is Bathed in Acid. While Bathed in Acid, the target must mark an Armor Slot each time they make an Action Roll until the scene ends or they mark 2 Stress to clean themselves off. The Drake clears a Stress for each failure.

Tail Slam - Action: Mark a Stress to make an attack roll, swinging the Drake’s huge tail at all targets behind it within Close range. Targets the Drake succeeds against take physical damage and are knocked back to Far range.

Snap Back - Reaction: When the Drake marks HP from an attack within Very Close range, you can mark a Stress to bite the attacker for physical damage and you gain a Fear.

Terrifying Roar - Reaction: When the Drake deals Severe damage to a target, they emit a roar of victory. All targets within Very Far range must succeed on a Presence Reaction Roll or lose a Hope.