WEEJIT WUMPUS
Weejit Wumpus
Tier 1 Solo
A conglomeration of 9–10 Weejits who are drunk on power, destruction, and mayhem.
Motives & Tactics: Drunk with power, break stuff, crush enemies, mutter gleefully
Difficulty: 14 | Thresholds: 9/16 | HP: 9–10 | Stress: 4
ATK: +3 | Big Bonk: Very Close | 1d10+4 phy
Experience: Better with Friends +2
FEATURES
Confusing Mutters - Passive: When a PC moves within Close range of the Wumpus, they must make an Instinct or Presence Reaction Roll. On a failure, the incoherent mutterings of the Wumpus confuse the PC and impose disadvantage on their next attack roll. On a success, they mark a Stress.
Relentless (2) - Passive: The Wumpus can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
All Powerful! - Action: Spend a Fear and make an attack roll against all targets within Close range as the Wumpus laughs maniacally while flinging masks and bonking everything in the area. Targets the Wumpus succeeds against take 1d12+4 physical damage and lose a Hope.
Forgetful Bonk - Action: Target a PC within Very Close range and make an attack. On a success, mark a Stress to add a bonus 1d6 damage to the roll and the PC forgets an Experience of their choice until the end of the scene.
Recombine - Reaction: When the Wumpus takes damage that doesn’t defeat it, any remaining Weejits can move up to Close range and join other Weejits, forming a different collective.