Bredbeddle

Level 3 Solo
Bredbeddle, Giant EV 50
Stamina 300
Speed 5 Size 2 / Stability 4
Free Strike 6

Might

3

Agility

0

Reason

-3

Intuition

1

Presence

2

Solo Monster

*Solo Turns The bredbeddle takes up to two turns each round. They can’t take turns consecutively. They can use two actions on each of their turns. While dazed, the bredbeddle can take one action and one maneuver per turn.

End Effect At the end of their turn, the bredbeddle can take 5 damage to end one save ends effect affecting them. This damage can’t be reduced in any way.

Resilient Form

The bredbeddle can’t be physically transformed in any way except by their Heady or Not trait.

Heady or Not

While headless, the bredbeddle can move into a space with a severed head and attach it to their neck as an action. Doing so physically transforms the bredbeddle, who takes on the size, weight, reach, and stability of the head’s original owner. These effects last until the bredbeddle is killed or beheaded, or until the head falls off after 24 hours. A head that falls off this way can no longer be attached to the bredbeddle.

A creature must succeed on a hard Might test made as a maneuver to rip a head off the bredbeddle. If they fail, the bredbeddle makes a free strike against them.

Executioner’s Swing 2d10 + 3

Area, Melee, Weapon Signature Action
2 burst Each enemy in the burst
≤11: 2 damage;
A<1 bleeding (save ends)
12—16: 4 damage;
A<2 bleeding (save ends)
17+: 5 damage;
A<3 bleeding (save ends);
M<2 dazed (save ends)
3 Malice:

The bredbeddle shifts up to 2 squares and can target additional enemies who come within distance of this ability during the move.

Lop (3 Malice) 2d10 + 3

Magic, Melee, Strike, Weapon Action
Melee 2 One creature
≤11: 9 damage;
bleeding (save ends) or M<1 beheaded (see effect)
12—16: 13 damage;
bleeding (save ends) or M<2 beheaded (see effect)
17+: 16 damage;
bleeding (save ends) or M<3 beheaded (see effect)
Effect:

A beheaded target has their head fall into an unoccupied square adjacent to the bredbeddle, but they remain alive. While beheaded, the target is bleeding and can’t establish line of effect beyond 1 square. The beheaded target can survive without their head for 24 hours, and can reattach their head with a maneuver by entering its square. A target who remains beheaded for 24 hours dies.

Scramble

Maneuver
Self (while headless) Self
Effect:

The bredbeddle shifts up to their speed, and can push each creature who comes within their reach during the movement 1 square. Each square the bredbeddle exits during the movement becomes difficult terrain.

Headway (5 Malice) 2d10 + 3

Ranged, Strike, Weapon Maneuver
Ranged 20 One creature or object
Effect:

The bredbeddle must have a head in their possession (attached to them or not), which they throw at the target. If the head was attached, the bredbeddle becomes headless.

≤11: 9 damage;
M<1 dazed (save ends)
12—16: 13 damage;
prone;
M<2 dazed (save ends)
17+: 16 damage;
prone;
M<3 dazed (save ends)

Envious Imitation (2 Malice)

Magic Triggered Action
Self Self
A creature targets the bredbeddle with a ranged strike.
Effect:

The bredbeddle uses the same ability against the triggering creature, using that creature’s bonus to any power rolls they have to make.

Turn Green 2d10 + 3

Area, Magic Villain Action 1
3 burst Each enemy in the burst
≤11: P<1 The target turns green (save ends) 12—16: P<2 The target turns green (save ends) 17+: P<3 The target turns green until the end of the encounter
Effect:

Green shadows crawl out from under the bredbeddle’s feet and attempt to turn each target green. The bredbeddle has a double edge on attacks made against targets turned green until the condition ends.

Challenge

Villain Action 2
Ranged 5 One enemy
Effect:

The bredbeddle points at the target and issues them a challenge. If the target refuses, they turn green until the end of the encounter (see Turn Green).

If the target accepts, the bredbeddle shifts to a space adjacent to the target, who must make a hard Might test with no additional modifiers. On success, the target can choose to deal 40 damage to the bredbeddle or remove the bredbeddle’s head. On failure, the target is beheaded (see Lop).

Headlam Rampage 2d10 + 3

Melee, Strike, Weapon Villain Action 3
Melee 2 Four creatures
≤11: 6 damage;
bleeding (save ends) or A<1 beheaded
12—16: 7 damage;
bleeding (save ends) or A<2 beheaded
17+: 8 damage;
bleeding (save ends) or A<3 beheaded (see Lop)

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  1. Bredbeddle Malice


    1. Engreen

      3 Malice
      1. The bredbeddle’s axe lengthens and turns a ghastly green, increasing the distance of the bredbeddle’s melee strikes and the dimensions of their area abilities by 1 until the end of their turn.

    2. Shadow Stockade

      5 Malice
      1. A ghostly size-1L stockade seeps out from under the bredbeddle’s feet into an unoccupied square within 10 squares. When a size-1L or smaller enemy enters the stockade’s square, they are restrained (save ends). When a restrained creature frees themself, the stockade fades away. At the start of each of the bredbeddle’s subsequent turns, they can slide the stockade and any creature in it up to 3 squares.

    3. Green Phantom

      7 Malice
      1. A phantom second bredbeddle phases into view, appearing in an unoccupied space anywhere on the encounter map, then vanishing at the end of the round. The phantom bredbeddle shares the original bredbeddle’s statistics, has 24 stamina, corruption immunity 10, and can fly. The phantom bredbeddle can take one turn and use any of the bredbeddle’s abilities except for villain actions. Only one phantom bredbeddle can be active during an encounter.

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