KING
Bloatking (giant toad)

Bloatking (giant toad)

Beast

T1d4Sovereign

A titanic swamp toad that swallows prey whole, the croaking lord of the mire.

Tier 1  ·  Role Sovereign  ·  Pool Vigor 2 / Vitality 14  ·  AC 9  ·  ATK +2  ·  Save DC 11  ·  Dmg d4

AC910 base - 1 Sense
Vigor2Tier + Heart mod, regenerates
Vitality1410 + 4 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+2d20 + bonus vs AC, two or three a turn
Damaged4crit 2d4
Save DC11Tier 1 DC
Crit20natural 20 only
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind4-3-d4
Sense8-1-d3
Heart12+1d3
Cunning11+0-
Fate11+0-

Passives

Passive

Amphibious

Breathes air and water. Standing leap of 20 ft.

Passive

Bloated Hide

Its rubbery bulk shrugs off glancing wounds: any single hit for 1 Vigor damage is reduced to 0.

Maneuvers

Maneuver

Grabbing Bite

When its bite hits a Full or smaller creature, the target is grabbed.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Titanic Gulp

Telegraph · disrupt d6 · Body save

Lunges to swallow a grabbed creature whole. The target makes a Body save (DC 11) or is swallowed: blinded and restrained, taking 1 damage and then 1 Vigor damage at the start of each of its turns until it cuts free or the Bloatking is killed.

Reactions

Reaction

Regurgitate

When it takes damage while something is swallowed, it may spit the creature out into an adjacent space instead of losing more Vigor that round.

Tactics

GM tactics

Lurks half-submerged, grabs the nearest small threat, and swallows it before anyone can react. Spits swallowed prey out only when hurt badly enough to prefer mobility over digestion.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 1 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d4. A crit rolls two: 2d4.
  • Crits on a natural 20 only (Cunning 11 does not widen the range).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.