|Size||Small (1, no corpse)|
|Actions per round|
|Variation||Crystalline Aberration||Crystalline Aberration||Crystalline Aberration|
Behavior[edit | edit source]
Crystalline Aberrations act similarly to corpses, and replace any corpses on the field at the end of every other round during battles in the Farmstead. If not destroyed in time, they will explode for heavy damage, stress, and blight on one hero, or inflict a party-wide Horror. They are completely immune to stuns and debuffs, and have a significant resistance to bleed, but have no resistance at all to blight or being moved.
Their negative SPD means they will likely act last on any given round, but this is not guaranteed—bad turn order rolls could mean that an Aberration may go before any low-SPD heroes like the Crusader, meaning it is important to destroy these things quickly.
Their low HP, lack of protection, and negative dodge means they will almost certainly be destroyed in one hit with most abilities.
Any hero that kills a Crystalline Aberration will heal for 2, 4, or 5 points of health for Apprentice, Veteran, and Champion respectively. Crystalline Aberrations will also not trigger "On Kill" effects from trinkets like the Miller's Pipe or Coat of Many Colors.
Abilities[edit | edit source]