Fossil Cryptic

Level 2 Solo (Elemental)

Draw Steel: Monsters (Book Two)

Fossil Cryptic is a level 2 solo (elemental) for Draw Steel. It has 250 Stamina and an Encounter Value of 48.

Level
2
Organization
Solo
Encounter Value
48
Size
1L
Speed
8
Stamina
250
Stability
3
Free Strike
5
Movement
Burrow
Might
+3
Agility
+2
Reason
+1
Intuition
+1
Presence
+0

Traits

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.

Actions

Sand Slam

Melee, Strike, Weapon

Main action · Melee 2 · Target: Two creatures or objects

2d10 + 3

11 or lower
8 damage; a<1] slide 2
12 to 16
12 damage; a<2] slide 2, prone
17 or higher
15 damage; a<3] slide 3, prone and can’t stand (EoT)

If a target made prone this way is already prone, they are instead restrained (EoT).

Stone Bone Storm

Area

Main action · 6 × 1 line within 1 · Target: Each enemy in the area

2d10 + 3

11 or lower
4 damage; m<1] push 2
12 to 16
7 damage; m<2] prone
17 or higher
10 damage; m<3] prone

The cryptic reforms their body and appears in an unoccupied space in the area.

Shatterstone

Area

Triggered action · 2 burst · Target: Each enemy in the area

2d10 + 3

11 or lower
4 damage; push 2
12 to 16
7 damage; push 3, prone
17 or higher
10 damage; push 4, prone

Before using the Dig maneuver, the cryptic moves up to their speed. They then create the burst when they breach the surface. (5 Malice)

No Escape

Ranged

Villain Action 3 · Ranged 10 · Target: Two creatures or objects

2d10 + 3

11 or lower
5 damage; prone; m<1] restrained (save ends)
12 to 16
9 damage; prone; m<2] restrained (save ends)
17 or higher
12 damage; prone; m<3] restrained (save ends)

The cryptic makes an initial power roll that calls down stone pillars from the ceiling. The cryptic then makes a second power roll that raises stone pillars from the floor. Ranged 10, Two creatures or objects on the ground: ! 2 damage; vertical slide 2 / @ 3 damage; vertical slide 4 / # 4 damage; vertical slide 6; if this movement brings the target into contact with the ceiling, they are restrained (save ends).

Malice abilities

Stoneshift (2 Malice)

The cryptic slides the target up to 3 squares. 2 Malice: The ability targets one additional target.

Dissipate (1 Malice)

The cryptic halves the damage, ignores any nondamaging effects associated with it, and shifts up to 3 squares. Trigger: The cryptic takes damage.

First Warning Quake (Villain Action 1 Malice)

Each target makes a Might test. ! Prone and can’t stand (EoT) / @ Prone / # No effect. Special: A target must be on the ground.

Final Warning Fissure (Villain Action 2 Malice)

The area drops 2 squares and is difficult terrain. Each target enemy falls, while each target ally drops safely. Additionally, each target enemy makes an Agility test. ! 9 damage; prone / @ 5 damage / # The target moves to the nearest unoccupied space outside the area. Special: A target must be on the ground.

Common questions

What level is Fossil Cryptic in Draw Steel?

Fossil Cryptic is a level 2 solo in Draw Steel.

What is Fossil Cryptic's Encounter Value?

Fossil Cryptic has an Encounter Value (EV) of 48, the number Draw Steel uses to budget encounters.

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