AMPHISBAENA
AdversaryDH IC · p.99 · 3p
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!dh-import --name|AMPHISBAENA --HP|6 --Stress|6 --Difficulty|15 --Thresholds|Major 12 / Severe 25 --Attack_Dice|1d20+3 --Special_1|**Two–Headed (Passive):** When the Amphisbaenae has marked half or more of their HP, choose either the “Spit Fire” or “Ice Bomb”. The Amphisbaenae can no longer use the chosen feature. --Special_2|**Flying (Passive):** While flying, the Amphisbaena gains a +3 bonus to their Difficulty. --Special_3|**Breath Weapon (Passive):** You must spend a Fear to use the Amphisbaena’s standard attack, but they attack all targets within Very Close range. --Special_4|**Spit Fire (Action):** Make an attack against a target within Far range. On a success the target takes 3d4+4 magic damage and is Ignited until they’re extinguished with a successful Finesse Roll. While Ignited, the target takes 1d4 magic damage when the Amphisbaena is spotlighted the first time on a GM turn. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Ice Bomb” action this GM turn. --Special_5|**Ice Bomb (Action):** Choose a point within Far range. All targets within Melee range of that point must succeed on an Agility Reaction Roll or take 3d4+4 magic damage. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Spit Fire” action this GM turn.Tier 3 · Ranged
ATK ·Elemental Breath: Special (See “Breath
Motives & Tactics: Stay at a distance, burn, freeze
Two-Headed Passive When the Amphisbaenae has marked half or more of their HP, choose either the “Spit Fire” or “Ice Bomb”. The Amphisbaenae can no longer use the chosen feature.
Flying Passive While flying, the Amphisbaena gains a bonus to their Difficulty.
Breath Weapon Passive You must spend a Fear to use the Amphisbaena’s standard attack, but they attack all targets within Very Close range.
Spit Fire Action Make an attack against a target within Far range. On a success the target takes magic damage and is Ignited until they’re extinguished with a successful Finesse Roll. While Ignited, the target takes magic damage when the Amphisbaena is spotlighted the first time on a GM turn. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Ice Bomb” action this GM turn.
Ice Bomb Action Choose a point within Far range. All targets within Melee range of that point must succeed on an Agility Reaction Roll or take magic damage. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Spit Fire” action this GM turn.
A flying two-headed lizard that spits burning fire and freezing ice. Weapon”) | mag
Motives & Tactics: Stay at a distance, burn, freeze
Difficulty: 15 | Thresholds: 12/25 | HP: 6 | Stress: 6
ATK: | Elemental Breath: Special (See “Breath
Features
Two-Headed - Passive: When the Amphisbaenae has marked half or more of their HP, choose either the “Spit Fire” or “Ice Bomb”. The Amphisbaenae can no longer use the chosen feature.
Flying - Passive: While flying, the Amphisbaena gains a bonus to their Difficulty.
Breath Weapon - Passive: You must spend a Fear to use the Amphisbaena’s standard attack, but they attack all targets within Very Close range.
Spit Fire - Action: Make an attack against a target within Far range. On a success the target takes magic damage and is Ignited until they’re extinguished with a successful Finesse Roll. While Ignited, the target takes magic damage when the Amphisbaena is spotlighted the first time on a GM turn. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Ice Bomb” action this GM turn.
Ice Bomb - Action: Choose a point within Far range. All targets within Melee range of that point must succeed on an Agility Reaction Roll or take magic damage. If it has not done so, the Amphisbaena can mark a Stress to take the spotlight again to use its “Spit Fire” action this GM turn.