# The Back of Brightvale

A powerful, ancient location utilized as a source of abilities.

## Core Statistics

DEX d8
INS d8
MIG d12
WLP d6
HP 300
MP 150
Init.11

## Abilities and Actions

### Basic Attacks

M Unstable Terrain

A powerful burst of earth damage. Deals (MIG + MIG) +2, or (HR + 10) earth damage. This attack has multi (2).

### Spells

Compact Terrain

Cost: 5 MP | Type: Self | Scene.

Until this spell ends, the Back of Brightvale gains Resistance to physical damage. This spell ends if the Back goes into Crisis. The Back cannot cast this spell while in Crisis.

Silent Call

Cost: 10 × T MP | Targets: Up to two creatures | Nature: Instantaneous.

Each target may perform a free attack with an equipped weapon (or basic attack if an NPC). If they do, treat the High Roll as 0 when calculating damage.

### Other Actions

Sandy Dive

The Back of Brightvale can use an action and spend 20 Mind Points to dive under the desert sand and suddenly reemerge. If it does, all enemies present on the scene must perform a Group Check (INS + MIG) with DL 10. Failure deals 15 earth damage to each enemy seen, and those enemies suffer **shaken**.

Stolen Strength

The Back of Brightvale can use an action to steal energy from the shattered souls that surround it. Each Will-o-Wisp on the scene loses 20 Hit Points; then, the Back of Brightvale recovers 20 Mind Points for each Will-o-Wisp that lost Hit Points this way.

## Special Rules

- Construct: The Back of Brightvale is immune to poisoned.
- Sand and Dust: At the end of each of its turns, if the Back of Brightvale is in Crisis, it loses 10 Hit Points as its body slowly falls apart. If it reaches 0 Hit Points this way, all of its enemies plummet to the ground, suffering 20 physical damage.
- Without Conscience: The Back of Brightvale is immune to dazed, enraged and shaken.