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Clank Petard

Adversary

DH ARCH · p.34 · 3p

Open source p.34
Demiplane
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!dh-import --name|Clank Petard --HP|4 --Stress|3 --Difficulty|11 --Thresholds|Major 5 / Severe 10 --Attack_Dice|1d20+1 --Damage|1d6+3 --Experiences|Infiltration +3 --Special_1|**Explosive (Actions):** Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take 3d4+10 magic damage. Targets who succeed take half damage. --Special_2|**Infiltrator (Reactions):** When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location. --Special_3|**Dead Man's Switch (Reactions):** When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.

Tier 1 · Skulk

A humanoid clank with a compartment containing explosives.

Difficulty 11 Thresholds 5/10 M/S HP 4 Stress 3

ATK ·Dagger: Melee| phy(+1 to hit)

Motives & Tactics: Infiltrate, set charges, detonate

Experience: Infiltration +3

Explosive Action Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.

Infiltrator Reaction When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location.

Dead Man's Switch Reaction When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.

Clank Petard

Tier 1 Skulk

A humanoid clank with a compartment containing explosives.

Motives & Tactics: Infiltrate, set charges, detonate

Difficulty: 11 | Thresholds: 5/10 | HP: 4 | Stress: 3

ATK: | Dagger: Melee | phy

Experience: Infiltration

Features

Actions

Explosive: Countdown (3). Once per scene, place an explosive and activate the countdown. The countdown can be ended with a successful Finesse Roll (14) while in Melee range of the explosive. When it triggers, all creatures within Very Close range must make an Agility Reaction Roll. Targets who fail take magic damage. Targets who succeed take half damage.

Reactions

Infiltrator: When the Clank makes a successful attack, you can mark a Stress to become Hidden until after the Clank's next action or a PC succeeds on an Instinct Roll (14) to find them. The roll is made with advantage if the Clank has any HP marked due to loose parts exposing their location.

Dead Man's Switch: When the Clank marks their last HP and hasn't used their Explosive feature, activate the Explosive feature with a countdown of 1.