22 June 2022

Earthdawn 4E: Anatomy of a Creature 48 — Grizz (Legendary Brithan)

This is the forty-eighth 4E Anatomy of a Creature, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.


Apologies for the breaks between posts. There's a lot to get done and not enough time to do it all.


Grizz

There are legends of a brithan who is hundreds of years old and survived the Scourge. His father was an earth elemental who fell in love with the only creature who could take it in a fight. The brithan calls a Liferock home. When he stomps the ground in challenge, earthquakes ripple across the province. He stands ten- no, twenty feet tall and his claws are made of meteoric iron and he poops diamonds.

Some of those legends are probably true.

The existence of Grizz is true and he’s a very dangerous and old brithan, one adventurers should steer clear of at all costs. The easiest way to deal with him is to simply stay away in the first place. However, that’s not always possible. Luckily, Grizz is honorable and has no interest in killing those who invade his territory, but will absolutely challenge and drive them out.

There are some rumors Grizz developed a taste for ale after running off an encampment of brewers headed to the Grand Bazaar for a competition. The barrels of ale were broken into and drained completely, while the few casks of hurlg were left entirely unmolested. Whether this is true, let alone if Grizz has a preference in style, is fine with large, domestic dwarf producers (it wouldn’t be so popular if it wasn’t good), or requires small-batch, seasonal elf and troll varieties (there should be a realistic limit on hops), doesn’t have any corroboration.


Challenge: Warden (Legendary Ninth Circle)

DEX: 6 Initiative:         16 Unconsciousness: 480

STR: 15 Physical Defense: 16 Death Rating: 565

TOU: 17 Mystic Defense:          20 Wound Threshold: 25

PER: 7 Social Defense:         16 Knockdown: 34

WIL: 11 Physical Armor:         18 Recovery Tests:          6

CHA: 6 Mystic Armor: 13 Karma:                          4 (16)

Movement: 14

Actions: 3; Bite: 22 (30), Claws ×2: 25 (27)

Powers:

Awareness (16, Simple): As the skill, Player’s Guide, p. 129.

Battle Shout (16, Simple): As the skill, Player’s Guide, p. 131.

Enhanced Sense [Smell] (2)

Fearless (10): Grizz gains +10 to his Defenses against fear-based effects.
Frenzy: If more than one character attacks Grizz, he fights back savagely, gaining an additional action and +4 to Attack and Damage tests.
Fury (6)
Grizzled (20, Simple): Grizz spends a Recovery Test and makes a Grizzled test. He heals damage equal to the result.
Hardened Armor
Indomitable: The absolute value of Action test and Defense penalties applied to Grizz are halved (e.g, half of -3 is -2 since the absolute value of -3 is 3 and half of 3 is 1.5, which rounds to 2). This includes penalties from Harried and explicitly does not include bonuses applied against Grizz.
Invincible (Simple): Grizz recovers from one Wound.
Shock and Rage (25, Free): This is triggered the first time one of the following happens: Grizz has 5 Wounds or his current damage is over 240. Grizz bellows with rage, smashing the ground repeatedly and sending out multiple shockwaves. Everything within 100 yards must make a Knockdown test against the Shock and Rage Step. Anyone knocked down also has all spells currently affecting them with a Dispel Difficulty equal to or less than the Shock and Rage dispelled. This power can only be used once per encounter.
Shockwave (25, Standard): Grizz smashes the ground, creating a shockwave emanating from the impact. Everyone within 20 yards makes a Knockdown test against the Shockwave result.
Unconquerable (Simple): Grizz ends an ongoing effect that functionally prevents him from taking actions. These effects include grappling, spells like Crushing Hand of Earth, Spell Cage, talents like Spirit Hold, etc. This power can also be used when Grizz takes a bonus action, but he must make a test as normal. Unflinching applies to this test.
Unflinching (3): Grizz gains a +15 bonus to any test to resist ongoing effects.
Unrelenting (2): After a character opposing Grizz takes their turn, he may take two Standard actions and a Movement action (at half movement rate) against that character. These cannot be continuations of actions taken on Grizz’s turn (e.g., continuing to weave threads for a spell) and must include the character as a target (though the action can affect multiple targets). If Grizz cannot reach or affect the character, he may target a different character.
Unyielding (Simple): Grizz stands up. This can be used once per round at the beginning of their turn or before they take a bonus action.

Willful (2)

Special Maneuvers:

Armor Cutter (Grizz, Claws): Grizz may spend additional successes to reduce the target’s Physical Armor by -1 per success. This may not destroy thread armor.
Grab and Bite (Grizz, Claws)
Earth-Shattering Headache (Grizz, Claws): Grizz may spend two additional successes to strike the target on the top of their head, inflicting Harried until the end of the next round.
Enrage (Opponent): Using this maneuver causes Grizz to frenzy.
Overpower (Grizz, Close Combat): Grizz may spend two additional successes to force the target to make a Knockdown test against the Attack result. If the test fails, the target is knocked down and knocked back a number of yards equal to the total successes on the Attack test.
Pry Loose (Opponent, Close Combat)
Provoke (Opponent, Close Combat)

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