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Common foe

Rafter Adder

Rafter Adder portrait

A grey-banded adder as long as the rafters it hangs from. It always coils before it strikes - the turn it goes still is the turn to raise your guard - and what the fangs leave behind does not stop when the fangs do: the venom goes on burning through the wound whatever you put between you and it. Its blood is already cold, so lay all the frost on it you like, the Chill finds nothing to slow and the strike comes down at full force. It swallows your omens whole: whatever you have sealed away to strike later, its gullet takes first.

Common foe 56 HP hits for up to 12 3.6 damage per turn on average
Its move kitNumbers re-derived from the engine, not the authored text.
MoveTypeValueApplies
coils tight (+1 Wrath) - it does not strike this turnbuff1—
STRIKES for 12attack12—
the venom takes hold and burns (Barbfloss 8)debuff8Barb-Floss
flicks its tail across your shins for 6attack6—
combs a bead of thornmilk into the wound (Thornmilk 4) - it rears back a full beat before it lands, then the barbed sap keeps working after the leg liftsdebuff4Thorn-Milk
How it scalesFloors 0–2, the band its biome owns.

On the shallowest floor it appears on it has 56 HP and its attacks carry +0. On the deepest, 78 HP and +1. The printed move text never changes — the number does.

Keywords on this page
💪 Wrath
Adds its value to every attack it makes. Lasts the whole fight.
🧶 Barb-Floss
Whenever one of your hits deals 14 or more, you take that much. Decays by 1. Only a genuinely heavy blow drives the barbs deeper — 14 or more..
🌿 Thorn-Milk
Whenever you gain Guard from a card, the foe heals that much. Decays by 1. Every course you raise in the Hollows is fed straight back across the web: the wall goes up and the thing behind it closes..
❄️ Chill
This unit's next attack deals HALF — one stack is spent per attack.
Where you meet it
Others behind the same doors
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