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.

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