You thought Great Jagras was a challenge? Prepare to be shocked.
The second of the Ancient Forest monsters, you'll find Tobi-Kadachi in the Entry, Core, and All-In pledge. If you haven't already, go hit 'Notify Me' on Kickstarter now. Then come back and face the thunder!
From the journal of Jamie Perkins, Lead Developer
Like Great Jagras, Tobi-Kadachi is a fanged-wyvern-type monster, but the similarities end there.
Where Great Jagras is a bloated beast that likes to throw its weight around, Tobi-Kadachi is a slender creature that brushes against trees to build up static electricity in its fur.
This charge grows and grows until it’s discharged with spectacular effect. So, get ready for an electrifying encounter!
The monsters in the New World are as varied as they are deadly. If you caught the last journal entry, you’ll notice just how different the Tobi-Kadachi and Great Jagras assigned quest physiology cards are:
Tougher than Great Jagras, Tobi-Kadachi has higher health and more body armour. As you might expect, it also has different elemental and status ailment resistances.
Being an electrified monster, Tobi-Kadachi deals an awful lot of—you guessed it—thunder damage. Just check out that special rule. Shocking, isn’t it?
Yes, once Tobi-Kadachi reaches 30 health or less, Shocking kicks in to add some extra charge, boosting all thunder elemental behaviours by 1 extra damage.
If you think that’s bad, wait ‘til you face 2 or 3-star Tobi-Kadachi. Stronger monsters have even more powerful special rules, so expect that thunder damage to become even more potent...
Helpful hint: Your starting armour won’t reduce elemental damage. So, you might want to craft some thunder resistant equipment before tracking down this beast.
Tobi-Kadachi uses vicious bites and electrical strikes, with most of its attacks coming from the tail.
Backflip Slam, though, originates from the torso:
Think you’re safe standing behind the monster? Think again.
Behaviours like Backflip Slam can target any hunter standing within 2 nodes of Tobi-Kadachi in the left, right, or rear arcs. Yes, this nasty attack can hit your whole party at once—even the hunters waiting in the wings!
With a dodge of 4, it isn’t the easiest behaviour to avoid, and 5 thunder damage is a high price to pay for being caught out.
*Record screech* But hold on. How do we dodge this thing?
Dodging Monster Attacks
Dodging is, ironically, all about the attack cards you have in your hand.
Remember the agility symbol in the top right corner of those cards, that you can use to sprint extra nodes? You can use it to dodge, too!
Take Backflip Slam. Because it has a dodge of 4, you’ll need at least 4 agility to avoid that attack.
First, check the agility values of the cards in your hand. You’ll probably find you need to use more than one card to make up the 4 you need.
Got the cards? Great! Just like sprinting, you’ll need to play them face down on your stamina board to dodge.
If you dodge successfully, your hunter will suffer no damage or status ailments, so it’s a good way to avoid fainting.
But wait. What if you don’t have enough slots left on your board to play the cards?
Sorry, hunter. That means you don’t have enough stamina left to dodge, so get ready to take the hit.
Of course, even if you can’t dodge—or choose not to—your armour or elemental resistance will reduce some of the damage. Sometimes, taking the hit is the best call.
Still, you might want to bear the state of your stamina board in mind when deciding how many attacks to play during your turn. Leaving yourself enough slots to dodge the next monster attack could be a smart move.
Of course, you can get some idea of what’s coming next by checking the back of the monster behaviour card.
And, on the plus side, Backflip Slam is one of this monster’s slower and more telegraphed behaviours. Your group will have four hunter turns to use after it hits you with Backflip Slam, so make sure you give as good as you get!
Remember: any hunter whose hunter token hasn’t been flipped can take a turn. Once all hunters have gone, everyone flips their tokens and anyone can go next.
Good thing, too, because you’re about to be hit by a paralysing attack:
Like Backflip Slam, Tail Swing targets the closest hunter.
Unlike Backflip Slam, Tail Swing means Tobi-Kadachi moves before it attacks, chasing down its target to line up the swing before unleashing the energy stored in its tail.
Dodge 5 makes Tail Swing difficult to avoid. Worse still, if your hunter is damaged by Tail Swing they’ll suffer paralysis, too.
Paralysis forces you to discard cards from your hand until there’s only two left, meaning you’ll have far fewer cards for attacking and moving next turn.
And if Tobi-Kadachi takes another turn before your hunter does, you’ll only have two cards left in your hand to dodge.
Fortunately, Tail Swing is also on the slower end of Tobi-Kadachi behaviours. You’ll have three hunter turns to retaliate with before it attacks again.
So if you were hit with paralysis, now might be a good time to negotiate with the group to let you use a potion, or at least play a turn so you can draw back up to five cards (and perhaps get out of the way!).
Finally, we have Rapid Bite, which is one of Tobi-Kadachi’s more conventional, physical (i.e. non-elemental) attacks:
If you used last turn to put some distance between you and the monster, you might regret it, because Rapid Bite targets the hunter that’s furthest away.
With 4 nodes of movement, watch Tobi-Kadachi launch itself across the table toward its prey!
Although 5 physical damage is lower than some Great Jagras behaviours, the dodge of 5 shows you just how challenging Tobi-Kadachi can be.
And as the name suggests, Rapid Bite doesn’t offer a lot of room for you to counter. You’ll only have one hunter turn to react before the monster strikes again...
~ Journal Ends ~
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