ENFAERU ETERNALLY MOVING LORD OF ILL WILL

Enfaeru, Eternally Moving LORD OF ILL WILL

Tier 2 Colossal Enemy
A massive elk made from the body of a raging furnace that stampedes across the lands.
Motives & Tactics: Flatten, destroy, burn Size: 250 ft. tall, 175 ft. long Segments: 1 Head, 1 Neck, 1 Torso, 4 Legs, 1 Tail Thresholds: 16/30 | Stress: 8

Experience: Ill Will +2, Huge +2, Burning +2

FEATURES

Fire Vents - Action: Spotlight any segment to make an attack with a +3 attack modifier against a PC on that segment as Enfaeru’s furnace bursts gouts of flame. On a success, deal 2d8 magic damage.

Colossal Power - Reaction: When Enfaeru fails an attack, you gain a Fear.

Swatting Pests - Reaction: When Enfaeru is attacked by a flying target within Far range, you can make a “Swing” (Tail) standard attack against the attacker. On a success, add 1d20 to the damage roll and the target is knocked to the ground within Far range.

The Specter of Ill Will - Reaction: When a PC within Far range rolls with Fear, they must also mark a Stress. ENFAERU HEAD Adjacent Segments: Neck Difficulty: 16 | HP: 6 ATK: +4 | Burning Breath: Far | 2d20+5 mag

Fatal - Passive: When this segment is Destroyed, the colossus is defeated.

Strike (Melee) - Passive: This segment is immune to damage from attacks not made within Melee range.

Bite - Action: Mark a Stress to make an attack against a target within Close range of the Head. On a success, the target takes 2d10 physical damage and is Restrained inside the mouth. The Head cannot use its standard attack while it has a target Restrained. The target can break free with a successful Strength Roll. When the target makes an action roll while Restrained it marks 1 HP.

Flames of Perdition - Action: Spend a Fear and roll a d12 then narrate how Enfaeru’s flames start to burn hotter. When a PC within the Scene rolls that number on a Hope or Fear die, Enfaeru explodes with heat. All targets in the scene mark a HP and a Stress. ENFAERU TORSO Adjacent Segments: Neck, Legs, Tail Difficulty: 14 | HP: None

Invulnerable - Passive: This segment is immune to all damage.

Dropping Coal - Action: Spend a Fear to drop a pile of burning coals on the ground on a point within Very Close range of Enfaeru. All targets within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take 2d12+8 magic damage. Targets who succeed take half.

Burning Body - Reaction: When a target makes an action roll while on the Torso, they mark 1 HP. ENFAERU TAIL Adjacent Segments: Torso Difficulty: 14 | HP: 6 ATK: +4 | Swing: Far | 2d10+5 phy

Climbing (+3) - Passive: This segment’s Difficulty gains a +3 bonus against action rolls made to climb it.

Heavy Swipe - Action: Spend a Fear and make a standard attack against all targets on the ground within Close range. Targets Enfaeru succeeds against are knocked back to Far range.

Slamming Shockwave - Action: Enfaeru’s tail slams down, creating a shockwave that knocks back all PCs on the ground within Close range to Far range and Rattles them until their next roll with Hope. While Rattled, the PC has disadvantage on reaction rolls. ENFAERU NECK Adjacent Segments: Head, Torso Difficulty: 16 | HP: 6

Eternally Moving - Passive: This segment cannot be Destroyed. When it marks its last HP, it becomes Broken and has a Countdown (2). When it triggers, the segment clears all its HP.

Strike (Melee) - Passive: This segment is immune to damage from attacks not made within Melee range.

Fainting - Passive: When this target is Broken, Enfaeru’s Neck Collapses. While Collapsed, the Head is accessible from the ground.

Shake Off - Action: Spend a Fear to throw off foes. All creatures on the colossus must make a Strength Reaction Roll. Targets who fail fall to the ground and must mark a HP. Targets who succeed must mark a Stress.

Cascade - Reaction: When this segment is Broken, the Head must mark 2 HP. ENFAERU LEGS (4) Adjacent Segments: Torso Difficulty: 15 | HP: 4 ATK: +2 | Clawed Stomp: Very Close | 2d10+8 phy

Eternally Moving - Passive: This segment cannot be Destroyed. When it marks its last HP, it becomes Broken and has a Countdown (2). When it triggers, the segment clears all its HP.

Kick - Action: Choose a target on the ground within Very Close range and mark a Stress to make a standard attack. On a success, the target is pushed to Far range.

Charge Forward - Action: Spend a Fear to move Enfaeru in a straight line to a point within Far range. All targets in their path must succeed on an Agility Reaction Roll or take 2d8+5 physical damage and be knocked back to Far range. Enfaeru cannot use this action if any of its legs are Broken.

Collapse - Reaction: If two legs are Broken, Enfaeru Collapses and PCs can climb on the Torso from the ground.

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