Solo
From a terrifying dragon capable of destroying cities to the evil that lurks beyond the threshold of the Mortal Realm, these powerful adversaries share little in common with each other, save for their purpose: to create an exciting encounter!
Mechanics
Some Solos have the “Relentless” feature, which allows the GM to spotlight them multiple times during a GM turn. Others have multiple reactions that work in place of the “Relentless” feature. Solo adversaries without these features should have other units with them or an environment that supports them. Because of the number of features a Solo has, they are more complex to run.
Archetypal Example
When looking at the range of Solo adversaries, you might happen across the Juvenile Flickerfly. Their features build on each other in a very interesting way. If the flickerfly uses their “Mind Dance” action, their “Hallucinatory Breath” reaction is even more effective. At Tier 2, their attacks deal moderate damage, but with their “Peerless Accuracy” passive, the flickerfly can hit higher-Evasion targets more often. Most importantly, they can take the spotlight up to three times during a GM turn.
Juvenile Flickerfly
Tier 2 Solo
A horse-sized insect with iridescent scales and crystalline wings moving faster than the eye can see.
Motives & Tactics: Collect shiny things, hunt, swoop
Difficulty: 14 | Thresholds: 13/26 | HP: 10 | Stress: 5
ATK: +3 | Wing Slash: Very Close | 2d10+4 phy
Features
Relentless (3) - Passive: The Flickerfly can be spotlighted up to three times per GM turn. Spend Fear **** as usual to spotlight them.
Peerless Accuracy - Passive: Before the Flickerfly makes an attack, roll a d6. On a result of 4 or higher, the target’s Evasion is halved against this attack.
Mind Dance - Action: Mark a Stress to create a magically dazzling display that grapples the minds of nearby foes. All targets within Close range must make an Instinct Reaction Roll. For each target who failed, you gain a Fear and the Flickerfly learns one of the target’s fears.
Hallucinatory Breath - Reaction: Countdown ( Loop 1d6). When the Flickerfly takes damage for the first time, activate the countdown. When it triggers, the Flickerfly breathes hallucinatory gas on all targets in front of them up to Far range. Targets must succeed on an Instinct Reaction Roll or be tormented by fearful hallucinations. Targets whose fears are known to the Flickerfly have disadvantage on this roll. Targets who fail must mark a Stress and lose a Hope.
Custom Solos
These adversaries might be bosses with loyal lieutenants or puzzling encounters the party must work around. They usually deal high damage, have tough defenses, and a large number of Hit Points. When an adversary is given the “Relentless” feature, consider how much damage they do with each attack—a creature with “Relentless (3)” should usually do less damage on a hit than a creature with “Relentless (2)”.
Make Your Own
Deep in the ruins of the Earliest Age lies a structure buried under rubble and scorched sand. Within it is a massive forge covered in eldritch invocations. Its crucible brims with energy stolen from distant stars. Guarding this forge is an inscrutable being of twisted metal and flesh. An amalgam of writhing limbs and clicking gears, this Malefacted Giant waits for those who would claim the Starforge. We’ll make them at Tier 2.
- Given their strange and unpredictable nature, 15 seems like an appropriate Difficulty.
- This adversary is somewhere between humanoid and machine, giving them solid defenses. Damage thresholds of Major 16/Severe 26 with 10 HP and 5 Stress will work well for that purpose.
- Because of their sheer size and strength, the giant should have a decent attack modifier at +3.
- Their writhing limbs make for an interesting, evocative weapon. Let’s make it deal 2d12+4 physical damage.
- Instead of having the “Relentless” feature, this adversary has the “Sweeping Dread” reaction, which allows them to make multiple attacks on a countdown that ticks down as the characters roll with Fear. As this is an aberrant, eldritch horror, we can lean into the weirdness of their being with features like “Mindbreaker” and “Behold the End”. These ramp up the oddity and let you express it in the game, bringing this adversary to life at the table.
- As the giant fights, they batter the minds of their opponents. Giving them a Fear Feature that pierces through their defenses creates additional tension at the table.
A Solo adversary with these traits might look like this:
Malefacted Giant
Tier 2 Solo
A giant humanoid made of twisted metal and melted flesh merged together in unnatural ways.
Motives & Tactics: Collect secrets, rend reality, undo fate
Difficulty: 15 | Thresholds: 16/26 | HP: 10 | Stress: 5
ATK: +3 | Writhing Limbs: Close | 2d12+4 phy
Features
Behold the End - Passive: Before a PC would make an action roll that would affect the Giant, they must make a Knowledge Reaction Roll. On a failure, the PC loses a Hope. On a success, the PC is permanently unaffected by this feature.
Scream into the Void - Action: Spend a Fear to unleash a psychic scream. All targets within Close range must succeed on a Presence Reaction Roll or take 3d10 direct magic damage and mark a Stress .
Mindbreaker - Action: Make a standard attack. On a success, mark a Stress to add a d8 to the damage roll. If the target marks HP from this attack, they have disadvantage on their next action roll.
Sweeping Dread - Reaction: Countdown ( Loop 1d4). When the Giant sees a hostile target for the first time, activate the countdown. It ticks down when a PC rolls with Fear. When it triggers, the Giant makes a standard attack against up to three targets within Close range. Targets the Giant succeeds against lose a Hope.
Reject Reality - Reaction: When a creature within Far range of the Giant critically succeeds on an action roll, the Giant clears all Stress.
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