Adversaries

Battle Box

Battle Box

Battle Box

Description: A cube-shaped construct with a different rune on each of their six sides.

Motives & Tactics: Wait in Disguise, Trample Foes, Change Tactics

Tier: 2

Type: Solo

Difficulty: 15

Attack Modifier: +2

Slam: Melee | 2d6+3 phy

Major 10 | Severe 20

HP: 7

Stress: 6

Experience:

Camouflage +2

Features

Relentless (2) - Passive

This adversary may activate twice in a GM move. “They move with incredible speed.”

Overcharge - Reaction

Mark a Stress to add a +1d10 to the damage of any of the Battle Box’s attacks.“The box glows and rattles, unleashing a powerful attack.”

Randomized Tactics - Action

Mark Stress and roll 1d6. The Battle Box uses the corresponding move.

  1. Mana Beam. The cube turns and fires a searing beam. Make an attack against a target within Far range. On a success, deal 2d10+10 mag damage.
  2. Fire Jets. The cube shoots into the air, spinning as it releases jets of flame. Make an attack against all targets within Close range. Any you succeed against take 2d6+3 phy damage.
  3. Trample. The cube rockets around a Close area, attacking all within. Any it is successful against take 2d8+10 physical damage and are Vulnerable until their next roll with Hope.
  4. Shocking Gas The cube sprays out a silver gas sparking with lightning. All creatures within Close range must make a FinesseReaction Roll (15) or mark 3 Stress.
  5. Stunning Clap The cube leaps and its sides clap, creating a small sonic boom. Any targets within Very Close range must make a Strength Reaction Roll or become Vulnerable until this adversary is defeated.
  6. Psionic Whine The cube releases a cluster of mechanical bees whose buzz rattles mortal minds. All targets within Close range must make a Presence Reaction Roll (15) or take 2d8+10 mag damage that can’t be reduced by armor.

“The box jumps and spins, and unleashes a different attack depending on the side that landed face-up.”

Death Quake

When this adversary marks its last Hit Point, the magic powering it ruptures in an explosion of force. All targets in Close range make an Instinct Reaction Roll or take 2d8+12 magic damage.

“It reels from the blow, then shakes and explodes in a burst of magical power.”