Catalog / Sample Adversaries / Wendigo-Trapper
Wendigo-Trapper
Sample Adversaries
What remains of a trapper who survived a starving winter the wrong way. It still sets snares and still wears the old coat, stretched over a frame far too tall.
Tactics
Stalks the party for days through blizzards, springs snares, drags one victim off and vanishes, then returns when they're exhausted.
Loot
Rusted bear traps, a frostbitten journal, Death and Frost essence (uncommon).
Abilities
Claw
Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average slashing damage (Damage Track).
Crafting Tags — Essence: none; Ingredients: Bone, Preservative
Bite
Make 1 action check with the adversary's melee check bonus against 1 creature within melee reach. On a success, deal Average piercing damage (Damage Track).
Crafting Tags — Essence: none; Ingredients: Bone, Preservative
Predatory Strike
Make 1 melee weapon attack; if it had at least 1 Advantage, add 2 damage dice (Strong Step).
Hit and Fade
Make 1 melee weapon attack; a damaged target must succeed a Perception save (DC 10 + half damage taken) or become Oblivious 2 (Strong Step) toward it, and its Speed rises by 10 feet (Strong Magnitude) this round. When it moves while a creature is Oblivious to it, that creature must succeed a Perception save against this creature's action check or it becomes Hidden to them.
Crafting Tags — Essence: Shadow; Ingredients: none
Seize the Prey
Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or be Grappled and pulled up to 10 feet (Strong Magnitude) to a space of its choice, without spending Speed or provoking Move reactions.
Hunting Dread
1 enemy within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Frightened 2 (Strong Step); with Misfortune if the target is taking persistent damage from it or is Oblivious to it.
Crafting Tags — Essence: Fear; Ingredients: none
Hunter's Domain
Incredible Presence (always active; escalates when Bloodied). Once per round, attacking a creature that is Off-Guard or not adjacent to one of its allies, the Solo rolls with Fortune. Bloodied: it also deals extra Weak damage for its level on a hit.
Incredible Resilience
The first time each round the Solo would be fully prevented from acting, reduce the effect instead: it loses part of its action economy (1 action, 1 reaction or 1 Incredible Action) rather than all of it. If the effect allows a save, the Solo also gets an extra save at the end of its turn.
Fearless
Ignore the first fear or intimidation effect that would force Misfortune.
Statistics are worked out from level, rank and role (see the Adversaries chapter).