> [!note| no-i c-brown bg-brown table-clean] # Occulant
> | AC | HP | HD | MV
> | :-: | :-: | :-: | :-: |
> | 20 | 93 | `dice: 12d8+8` | 30 |
>
> | Str | Dex | Con | Int | Per | Wil | Cha | Luc |
> | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
> | 22 (+5) | 10 (0) | 20 (+4) | 5 (-2) | 17 (+3) | 14 (+1) | 8 (-1) | 12 |
>
> > [!note|no-i bg-gray no-t]
> > - **Great Hammer (2):** `dice: 2d12+5` damage dice are exploding and target is *[[Stunned]]* if its HD are less than 6.
> > - **Slam (1)**: Close area, targets must succeed on a *Luck* (Dex) save or take `dice: 6d6` damage (dice are exploding). Recharges when *[[Wounded]]*.
> > - **Hellfire Glass (3):** Hurl up to Close range, blasting Melee area for `dice: 7d4` damage (no save). Damage dice are exploding. An Int check is required; on a failure the glass malfunctions and is centred on the Occulant instead. Cannot be used when within melee range of an enemy.
> > - **Heavy Traits:**
> > - **Quick:** PCs must roll a Great Success on their Initiative check to go before the Occulant.
> > - **More HP:** Increase HP by 50%.
> > - **Stronger Luck:** The Occulant make a *Luck* save to completely negate (or mitigate, GM’s call) any adverse spell, ability, exploit, or other effect (even if a save is not normally allowed).
> > - **Major Exploit Protection:** The Occulant is immune to Major Exploits until *[[Wounded]]*.
> > - **Unyielding:** When reduced to 0 hp, the Occulant can make a *Luck* save; if successful the Occulant fights on for another `dice: 1d4` rounds before dying.
> > - **Nat 19:** Limb crushed and thrown up to Close range (*Luck* (Dex) save resists).
> > - **Flagellant:** When *[[Wounded]],* the Occulant's damage dice explode. If on single digit hit points, damage dice explode an unlimited number of times per die.
>
>
> | Number Appearing | Reaction |
> | :-: | :-: |
> | 1 | `dice: 2d6` 2-6 Bloodlust, 7-8 Furious, 9-10 Glowering, 11-12 Untroubled. |