Battle Pyramid
AdversaryDH ARCH · p.24 · 3p
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!dh-import --name|Battle Pyramid --HP|4 --Stress|4 --Difficulty|13 --Thresholds|Major 8 / Severe 16 --Attack_Dice|1d20+1 --Damage|2d4+5 --Experiences|Camouflage +2 --Special_1|**Randomized Tactics (Actions):** Mark a Stress and roll ad4. The Pyramid uses the corresponding move. 1. Death Glare. Eyes appear on each face of the Pyramid. All targets within Close range must make a Presence Reaction Roll. Targets who fail must mark 2 Stress and become Vulnerable. Targets who succeed must mark a Stress. 2. Acid Spray. The Pyramid shoots into the air, spinning and releasing a spray of acid. Make an attack against all targets within Very Close range. Targets the Pyramid succeeds against take 2d4 magic damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP. 3. Caltrops. The Pyramid releases caltrops in the area up to Close range. All PCs moving through caltrops must succeed on an Agility Reaction Roll or take 2d4+3 direct physical damage. 4. Knockout Gas. The Pyramid sprays out a purple gas. All creatures within Very Close range must succeed on an Instinct Reaction Roll or fall As/eep until they take damage or at the end of the scene. --Special_2|**Death Quake (Reactions):** When the Pyramid marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take 2d6+1 magic damage.
Tier 2 · Skulk
A pyramid-shaped construct with a different rune on each of their four sides.
ATK ·Sharp Corners: Melee| phy(+1 to hit)
Motives & Tactics: Change tactics, incapacitate, wait in disguise
Experience: Camouflage +2
Randomized Tactics Action Mark a Stress and roll a. The Pyramid uses the corresponding move. 1. Death Glare. Eyes appear on each face of the Pyramid. All targets within Close range must make a Presence Reaction Roll. Targets who fail must mark 2 Stress and become Vulnerable. Targets who succeed must mark a Stress. 2. Acid Spray. The Pyramid shoots into the air, spinning and releasing a spray of acid. Make an attack against all targets within Very Close range. Targets the Pyramid succeeds against take magic damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP. 3. Caltrops. The Pyramid releases caltrops in the area up to Close range. All PCs moving through caltrops must succeed on an Agility Reaction Roll or take direct physical damage. 4. Knockout Gas. The Pyramid sprays out a purple gas. All creatures within Very Close range must succeed on an Instinct Reaction Roll or fall As/eep until they take damage or at the end of the scene.
Death Quake Reaction When the Pyramid marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take magic damage.
Battle Pyramid
Tier 2 Skulk
A pyramid-shaped construct with a different rune on each of their four sides.
Motives & Tactics: Change tactics, incapacitate, wait in disguise
Difficulty: 13 | Thresholds: 8/16 | HP: 4 | Stress: 4
ATK: | Sharp Corners: Melee | phy
Experience: Camouflage
Features
Actions
Randomized Tactics: Mark a Stress and roll a. The Pyramid uses the corresponding move. 1. Death Glare. Eyes appear on each face of the Pyramid. All targets within Close range must make a Presence Reaction Roll. Targets who fail must mark 2 Stress and become Vulnerable. Targets who succeed must mark a Stress. 2. Acid Spray. The Pyramid shoots into the air, spinning and releasing a spray of acid. Make an attack against all targets within Very Close range. Targets the Pyramid succeeds against take magic damage and must mark an Armor Slot without receiving its benefits (they can still use armor to reduce the damage). If they can't mark an Armor Slot, they must mark an additional HP. 3. Caltrops. The Pyramid releases caltrops in the area up to Close range. All PCs moving through caltrops must succeed on an Agility Reaction Roll or take direct physical damage. 4. Knockout Gas. The Pyramid sprays out a purple gas. All creatures within Very Close range must succeed on an Instinct Reaction Roll or fall As/eep until they take damage or at the end of the scene.
Reactions
Death Quake: When the Pyramid marks their last HP, the magic powering them ruptures in an explosion of force. All targets within Close range must succeed on an Instinct Reaction Roll or take magic damage.