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Fossil Cryptic

Level 2 Solo · Draw Steel Monsters v1

Fossil Cryptic

Level 2 Solo
Elemental EV 48
Size
1L
Speed
8
Stamina
250
Stability
3
Free Strike
5
Immunity: Weakness:
Movement: Burrow
M +3
A +2
R +1
I +1
P 0
Sand Slam 2d10 + 3
Signature Ability
Melee, Strike, Weapon ◎ Main action
⚔ Melee 2 ◎ Two creatures or objects
≤11 8 damage; A<1 slide 2
12–16 12 damage; A<2 slide 3, prone
17+ 15 damage; A<3 slide 3, prone and can't stand (EoT)
Effect: If a target made prone this way is already prone, they are instead restrained (EoT).
Stone Bone Storm 2d10 + 3
Area ◎ Main action
⚔ 6 × 1 line within 1 ◎ Each enemy in the area
≤11 4 damage; M<1 push 2
12–16 7 damage; M<2 prone
17+ 10 damage; M<3 prone
Effect: The cryptic reforms their body and appears in an unoccupied space in the area.
Stoneshift
Ranged ◎ Maneuver
⚔ Ranged 5 ◎ One creature or object on the ground
Effect: The cryptic slides the target up to 3 squares.
2 Malice: The ability targets one additional target.
Dissipate
1 Malice
◎ Triggered action
⚔ Self ◎ Self
Trigger: The cryptic takes damage.
Effect: The cryptic halves the damage, ignores any nondamaging effects associated with the damage, and shifts up to 3 squares.
Shatterstone 2d10 + 3
5 Malice
Area ◎ Triggered action
⚔ 2 burst ◎ Each enemy in the area
Trigger: The cryptic uses the Dig maneuver to resurface.
Effect: Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface.
≤11 4 damage; push 2
12–16 7 damage; push 3, prone
17+ 10 damage; push 4, prone
First Warning Quake
Villain Action 1
Area
⚔ 10 burst ◎ Each enemy in the area
Special: A target must be on the ground.
≤11 Prone and can't stand (EoT)
12–16 Prone
17+ No effect.
Effect: Each target makes a Might test.
Final Warning Fissure
Villain Action 2
Area
⚔ 5 burst ◎ Each enemy in the area
Special: A target must be on the ground.
≤11 9 damage; prone
12–16 5 damage
17+ The target moves to the nearest unoccupied space outside the area.
Effect: The area drops 2 squares and is difficult terrain. Each target enemy falls, while each target ally passes safely. Additionally, each target enemy makes an Agility test.
No Escape 2d10 + 3
Villain Action 3
Ranged
⚔ Ranged 10 ◎ Two creatures or objects
Effect: The cryptic makes an initial power roll that calls down stone pillars from the ceiling.
≤11 5 damage; prone; M<1 restrained (save ends)
12–16 9 damage; prone; M<2 restrained (save ends)
17+ 12 damage; prone; M<3 restrained (save ends)
The cryptic then makes a second power roll that raises stone pillars from the floor.
Ranged 10 | Two creatures or objects on the ground.
≤ 11: 2 damage; vertical slide 2
12-16: 3 damage; vertical slide 4
17+: 4 damage; vertical slide 6; if this movement brings the target into contact with the ceiling, they are restrained (save ends).
Solo Monster
End Effect: At the end of each of their turns, the cryptic can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.
Solo Turns: The cryptic can take two turns each round. They can't take turns consecutively.
Churning Trunk
The cryptic is constantly surrounded by a 1 aura of swirling debris that obscures their form. Ranged abilities that target the cryptic take a bane. Additionally, any enemy who enters the aura for the first time in a round or starts their turn there takes 5 damage.
Seismic Step
The cryptic ignores difficult terrain. Additionally, they have line of effect to any creature with concealment if that creature is touching the ground.