Knightmare
Riding Apocalypse
Titanic Mechanical Carapacian (Tier 1 Adversary)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 1 | Hit Points | 60 |
| Speed | 50 ft. | Player Count | 1 |
| Hit Bonus | +6 | Damage | Mod |
| Initiative | +5 | Difficulty | 6 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +5 | +9 | +9 | +5 | +5 | +5 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 18 | Aegis | 0 | Fort | 18 |
| Ref | 20 | Will | 16 | DC | 15 |
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.
