Xero the Castle Killer
Tier 4 Solo
A castle-sized, bipedal reptile.
Motives & Tactics: Leave a wake of destruction, level buildings, stomp through settlements
Difficulty: 20 | Thresholds: 35/70 | HP: 12 | Stress: 10
ATK: +8 | Tail Swipe: Close | 4d12+6 phy
Experience: Destruction +5
Features
Relentless (X) - Passive: Xero can be spotlighted up to X times per GM turn, where X is the number of PCs in the scene. Spend Fear as usual to spotlight it.
Collateral Damage - Passive: Xero's movement can't be hindered, impeded, or affected by anything other than natural terrain. All destructible terrain or obstacles in Xero's path are destroyed when Xero moves through them.
Gigaton Stomp - Action: Spend a Fear to have Xero bring its foot down hard, creating a localized earthquake. Each PC within Melee range takes 4d12 physical damage and is Restrained until they wriggle out with a successful Finesse Roll. Each creature beyond Melee range but within Close range must succeed on an Instinct Reaction Roll or be knocked back to Far range. If a target is knocked back, they must either mark an Armor Slot or take 4d12 physical damage as they land.
Power Slide - Action: Mark a Stress to move up to Close range. Each PC Xero moves through must succeed on a Strength Reaction Roll or choose to either mark 2 Armor Slots or take Severe damage.
Radioactive Breath - Action: Spend a Fear to have Xero charge up a nuclear beam. Place a token on this stat block. The next time Xero is spotlighted, you can spend this token and unleash a beam to Very Far range. The beam has a width of Close range. Each PC in this area must make an Agility Reaction Roll. Targets who fail take 4d12+12 direct magic damage. Targets who succeed take half damage. Xero can't use this feature again until it takes Severe damage.
Regeneration - Action: Up to three times per scene, spend any number of Fear to clear an equal number of HP.
