Knightmare

Riding Apocalypse

Titanic Mechanical Carapacian (Tier 1 Adversary)

Core Numerics

StatValueStatValue
Tier1Hit Points60
Speed50 ft.Player Count1
Hit Bonus+6DamageMod
Initiative+5Difficulty6

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+5+9+9+5+5+5

Defenses

DefenseValueDefenseValueDefenseValue
AC18Aegis0Fort18
Ref20Will16DC15

Anatomy

Head (+4): +50% damage to headshots. Opening (Secret: DC) (+0): Attacks against this have +2 to hit. Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round). Legs (9) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10).

Traits

Contractual Boss Resistance: The Adversary is resistant to effects that would rob them of their free will, teleport them, read/detect their thoughts, or nullify this effect unless they allow it. If necessary to translate to mechanics, this counts as two Flaws dice.

Charge Conduction: This creature accumulates Charge with certain actions. This is a unique resource that is expended by the creature to perform certain abilities.

Frothing Juggernaut: The Knightmare can never be reduced to below half its base speed, even if Grappled, Stuck, etc, and spends 10 feet to get up from being prone.

Actions

Hoof: Major action - Melee weapon attack, 10 ft. range, single-target, 6 damage, generates 1d4 Charge. Outrace Time: Free action - Martial ability, the Knightmare immediately takes 1 damage, then immediately takes a turn, spends 12 Charge. Speed Through Space: Major action - Martial ability, the Knightmare Dashes with Shadewalk, becomes Intangible until the start of its next turn, grants itself 1 temp HP, and its attacks next turn have advantage and +1 damage mod. Trample: Special - When the Knightmare uses Dash, it automatically deals 3 damage to any target it moves through during it. Blink Bombs: Special - When the Knightmare uses a minor action, it additionally generates 1 Charge and Assails but instead targets someone with it. It takes effect at the end of the target’s next turn, if the target fits the chosen criteria.

Proximity Bomb: If the target is within 10 feet, they take the Assail as true damage.

Static Bomb: If the target has remained in the same location since Assail was used, they take it as true damage.

Sweeping Bomb: If the target is beyond 10 feet, they take the Assail as true damage.

Tactics

Alternate between Hoof and STS-Trample, use Blink Bombs in conjunction with its massive speed.

Drops

100 EXP

Description

The Stampede is a gigantic carapacian horse with eight legs, a frothing mouth, wild, crazed eyes, and an unrivaled ability to smash into and through whatever stands in its way.

The apocalypse rides.