FROZEN HORROR
Frozen Horror
Tier 2 Solo
An eldritch creature with whorls of black stars swimming across the skin of its writhing body.
Motives & Tactics: Destroy, invade, resist restraints
Difficulty: 15 | Thresholds: 14/28 | HP: 9 | Stress: 4
ATK: +4 | Tentacles: Very Close | 2d10+5 phy
Experience: Infest +3
FEATURES
Impossible Anatomy - Passive: The Horror begins with two Worm tokens and can have up to six. When the Horror takes Major or greater damage, they lose a Worm token.
Relentless (X) - Passive: The Horror can be spotlighted X times per GM turn, where X is the number of Worm tokens the Horror has. Spend Fear as usual to spotlight them.
Void Howl - Action: Spend a Fear to penetrate the minds of nearby foes. All creatures within Far range must succeed on a Knowledge or Instinct Reaction Roll. Targets who fail take 2d6+4 direct magic damage and have disadvantage on attack rolls until they roll a success with Hope. The Horror gains a Worm token for each target that fails. This can only be used once on a GM turn.
Infesting Grasp - Action: Make a standard attack against a target. On a success, mark a Stress to Restrain them. If a target makes an action roll while Restrained by the Horror, the Horror gains a Worm token and clears a Stress. The target can break free with a successful Strength or Finesse Roll.
Heavy Swing - Action: Mark a Stress to make an attack against all targets within Close range. Targets the Horror succeeds against take 2d8+5 physical damage and lose a Hope. The Horror gains a Worm token for each target it succeeds against.
End Existence - Action: Remove any number of Worm tokens to force a PC within Far range to make a Presence Reaction Roll. If the target is Restrained by the Horror they have disadvantage. On a failure, the PC marks a number of Stress equal to the number of Worm tokens removed.
Momentum - Reaction: When the Horror makes a successful attack against a PC, you gain a Fear.