Water Mother

Tier 4 Solo

A colossal fur-covered snake that hunts in large bodies of water.

Motives & Tactics: Constrict the world, control the battlefield, draw enemies into the water

Difficulty: 20 | Thresholds: 40/70 | HP: 12 | Stress: 8

ATK: +8 | Bite: Very Close | 4d10+5 phy

Experience: Rivers +4

Features

Segmented - Passive: The Water Mother's body is divided into three segments: Head, Center, and Tail. The Water Mother always moves from the Head first, pulling the Center and then Tail behind it. A creature can target the Water Mother with an attack as long as at least one of her segments is within range, but the Water Mother can make a standard attack only against a target within range of her Head. If an attack deals damage to the Water Mother and her Head is within range, the attack deals an extra 1d10 damage.

Eat the World - Action: Spend a Fear to have the Water Mother inhale sharply. Each PC within Close range of her Head must succeed on a Strength Reaction Roll or mark a Stress and be pulled within Melee range of the Head. The Water Mother then makes a standard attack against all targets within Melee range of her Head.

Constrict - Action: Mark a Stress to make an attack against all targets within Melee range of the Center segment. Targets the attack succeeds against take 4d8+8 physical damage and are temporarily Restrained. At the beginning of each GM turn, you can mark a Stress to force all targets Restrained by the Water Mother to mark a HP.

Venom Surge - Reaction: When the Water Mother makes a successful standard attack, you can spend a Fear to make the target Vulnerable until the end of the scene.

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