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Thraxis, the Betrayed
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# Thraxis *** *Party level: 9 to 10* ## Introduction Thraxis is a silver-armoured mechanical bull forged for war, powered by the stolen soul of an elf betrayed by the very adventurers he trusted. Now hiding in an unstable mountain cave, he lashes out at intruders with a mixture of rage, sorrow, and instinctive violence.
### Thraxis' Apperance | Category | Description | |---|---| | **Body Construction** | Silver metal plating forged for war. The plates are thick and he has reinforced joints. On the inside are heavy internal mechanisms that leak dark oil when he moves. | | **Armour** | War-forged plating covering torso, flanks, legs, and head. He has spikes that run down its spine. | | **Runes**| Engraved control runes across the body which glow with pale green during his moment of calm in Phase 1. In the second phase it changes to glowing orange and red when enraged. The rune imprisoning his soul is a rune on its head. | | **Clothing** | None, Thraxis wears no cloth, straps, or garments. It’s metallic body is his armour and identity. | | **Aesthetic Details** | Subtle dents, scorch marks, and a large puncture on his left chest plate hint at past battles. There is faint chemical vapours which seep from the runes in early phases 1 and 2. |
## Backstory Thraxis was once a young elf who longed to belong. When an adventuring party saved him from danger, he joined their mission to confront a tyrannical wizard. He spent weeks travelling with them, fighting alongside them, and believing he had finally found people who valued him. \columnbreak But when they reached the wizard’s stronghold, the group drugged him during a celebratory feast and offered him up as a “necessary sacrifice” to save their village. Locked in a cell, he awoke to a note apologising for betraying him, a final wound that shattered his trust forever. *** The wizard Malafer bound his soul into a metal war-beast, a mechanical bull etched with ancient runes. Forced to kill under magical control, Thraxis slowly broke, losing hope, purpose, and identity. *** Only when the wizard was injured during an assault did Thraxis seize his chance to flee, escaping into the mountains where he now wanders. Legends speak of a shimmering silver beast whose steps shake the stone, but beneath that armour lies a trapped soul desperate for freedom and terrified of what it has become. \pagebreakNum
# Thraxis: Boss Fight *** Thraxis is a tough boss who has several abilities that highlight his anger and fury. Especially in Phase 2 when Thraxis gains most of his abilities. The first is a Boss Barrier which helps protect Thraxis from taking damage: *** ## Time-Based and Susceptibility Barrier In phase 2, Thraxis gains a Boss Barrier through his anger. His fiery anger changes the colour of his ruins from a dark green to a deep red and orange. Excessive heat comes off his metal body, and it can be felt 15 ft. away from Thraxis. As little bugs get burnt alive when they get too close, weapons slow down due to the amount of heat being generated. *** #### Trigger Event: As the players land a devastating blow to the mechanical body of Thraxis, the runes etched across its frame begin to glow a searing orange. The molten sludge coursing through its metal veins now resembles lava. Waves of intense heat ripple outward, and the party watches in horror as arrows melt mid-air before striking their mark. *** #### Barrier Activation: Reactive Origin A full body of molten radiates outward, creating a barrier. The heat is so intense that ranged attacks like arrows melt before reaching its metal hide. Melee attackers are slowed down due to the intense heat. * **Duration:** 5 Rounds * **HP of Barrier:** 85 hit points max. At 50 hit points, it begins to crack, and at 20 hit points, it partly breaks and parts of it drop to the ground (replacing its damage immunities with resistance to all but cold and psychic damage). * **Immunity:** Thraxis is immune to all damage types during this phase except cold and psychic damage. #### Environmental Weakness: #### Water Susceptibility Thraxis’ molten shield can be deactivated early if players use the environment tactically. There is a large lake and small pools of water which, if he enters or is submerged, it affects Thraxis’ barrier. \columnbreak
### Barriers Weakness | Water Type | Effect on Shield | |:---|:-----------| | Water Spell (e.g create or destroy water) | If a water spell is used and covers more than half their body then they are resistant to all damage except cold and psychic until the start of Thraxis’ next turn. | | Small Body of Water | If Thraxis is pushed into small pools of water then Thraxis is no longer immune to all damage until their next turn. | | Large Body of Water | When Thraxis is fully submerged within a large body of water the molten barrier is immediately extinguished. Thraxis loses all protection from the shield. |
## Timer-Based Boss Phase In the second phase, the players have a time limit on how long they can drench him in water to cool him off. This is where Thraxis renders the **Branching Boss Fight mechanics:** *** As previously mentioned, Thraxis gains new abilities when he enters this phase. *He gains his barrier, 2d4 extra fire damage on all attacks, and a new legendary action.* If the players fail to drench Thraxis in water within 5 rounds, then he will stay in Phase 2 until he is on 65 or fewer hit points, then he moves to Phase 3. *** If they do manage to drown Thraxis, then the barrier fizzles away, and Thraxis becomes significantly weaker.* He stays at his current health and instantly enters phase 3. When in phase 3, Thraxis' attacks deal one die less of damage and lose the extra fire damage; he has no bonus actions, legendary actions or legendary resistances.* His body now looks heavy for him to move in, his runes are no longer glowing any colour, as if his soul and energy have vanished. Thraxis is too exhausted from the last Phase. *** #### Trigger & Effect Thraxis’s fury ignites into overwhelming heat in the second stage, causing toxic fumes to pour from his armour and turning him into a more dangerous weapon. But water can weaken Thraxis faster than simply waiting his rage out, potentially forcing an early phase change and stripping abilities or losing hit points and damage output. This all depends on how much water Thraxis is exposed to. \pagebreakNum
**Below is a table to help show how players actions can effect Thraxis:**
### Player Actions & Outcomes | Player Intervention | Outcome | |:---|:-----------| | **Thraxis Stays Dry** *(Failure)* | Thraxis keeps his new abilities, and the fire damage die changes from a d4 to a d8. | | **Small Body of Water** *(Partial Success)* | If Thraxis is pushed into small pools of water, then once Thraxis’ rage ends, all attacks lose extra 1d4 fire damage and they lose 15 hit points. | | **Large Body of Water** *(Success)* | When Thraxis is fully submerged within a large body of water, the molten barrier is immediately extinguished. Thraxis loses his rage, and it forces him into his third stage immediately, with 50 hit points remaining. |
##### Foreshadowing for Players: * Steam hisses off his armour when splashed, suggesting water affects him. * Pools in the cave shimmer as if calling to the players. * A Nature or Arcana DC 13 check might reveal: “That if the beast was suffocated in a large body of water it will stop his outlash.” * A player who is hit by Thraxis sees their sweat hit the firey barrier and where the sweat touched the barrier it dissipated for a bit. *** Subtle clues allow players to better understand their weaknesses and experiment with the environment, making the end reward feel earned.
\columnbreak ## Speed and Fury Thraxis goes through important changes during combat, with each phase showing a shift in his abilities and feelings. In Phase 1, he has one initiative and focuses on being strategic against his opponents. When he reaches Phase 2, he is annoyed that the players have hurt him so much, and his anger comes through. He now deals more damage with fire and can use his fury ability more often. *** By Phase 3, however, he pays the price for his reckless behaviour. Thraxis becomes tired and weak, losing the strength he gained earlier. This exhaustion reflects his inner struggle; he’s a once-powerful machine now filled with pain and anger. With his soul trapped, his frustration leads to outbursts, making him a complex character that enhances the combat experience for everyone at the table. *** #### Initiative Tracker Progression **Phase One – Controlled Force:**
Thraxis opens the fight as a *medium-speed boss with a single initiative slot.* Each strike lands with heavy precision; his movements and attacks are deliberate. His magic use is more strategic, whether healing or pulling enemies closer to hit more targets at once. *** **Phase Two – Rage Unleashed:**
As the players deal enough pain to Thraxis, he cannot help but lose control. He enters a fiery rage, which he uses throughout the fight. He gains a second initiative roll and now acts twice per round. *Due to this only being tied to the second round, the idea is to show the effect of his anger. I have not reduced the damage but increased it by 2d4 fire damage on each attack.* By increasing damage, it helps show how, with his anger, he is stronger than before. Thraxis hits opponents with more power and is in a protective shield, allowing him to be more reckless. *** **Phase Three – Overheated Collapse:**
Thraxis begins to slow down, exhausted from his rage, *and he returns to one initiative slot (the original one).* Additionally, to show how sluggish he is now, his initiative drops by three each round. As the players can hear his joints seize and squeak as he moves each time. His speed has died, and he can no longer use spells. He is now weaker and struggling to continue the fight. *** #### ***Fury Abilities*** Thraxis can charge straight ahead, knocking people down and throwing someone into the air. As a bonus action Thraxis picks a creature to target within 30 feet of them, the player sees this, and then Thraxis begins scraping the ground with his hoof, ripping the dirt and grass up. *** At the end of the round, Thraxis begins to move toward the target and charges at them when within range. Below is a description of how the ability works, and it *recharges on a 7 and 8 when rolling a d8:* \pagebreakNum
*Thraxis moves into range of his target, if he moves players nearby can make an attack of opportunity. Once Thraxis is within 30 feet of the target he then begins to charge towards them.* *** *During the charge he is unable to be attacked with an attack of opportunity. Thraxis charges 30 feet forward and any creature in front of Thraxis makes a DC 15 Dexterity Saving Throw. On a failed save, take 19 (3d8+7) damage and be knocked prone. On a success take half as much damage and are not knocked prone.* *** *On the person the Gorgon decided to target the creature instead making a DC 16 Strength Saving Throw. On a failed save the target takes 22 (3d10+7) damage and is thrown into the air 20 feet high and pushing them 20 feet backwards. On a success the target takes half damage and stays where they are.* *** This attack is very deadly to anyone hit by it, especially the target of the attack. This is to show the brute force of the beast, modified for war, making their charge much stronger. *** ## Interactive Environment: Cave Map The Boss Fight happens at the bottom of a sinkhole, which is Thraxis' home/sanctuary. The sinkhole is where Thraxis found his freedom and escaped the wizard. He exists here and stays here as it comforts him. Who wouldn't find comfort in the place where you could finally stop being a murderous, cold-hearted machine controlled by someone else, the first time he felt free. Not only that, but this was the village he first found his so-called friends; he left some of his gear, remnants of who he used to be. *** #### Passive objects: 1. **Ponds:** These small ponds link up underground, allowing players to swim between them to avoid opportunity attacks or trick enemies. 2. **Vines:** Players can climb up vines to get to higher levels or lower themselves down with them. *** #### Interactive objects: 3. **Stalagmites:** If an enemy is pushed onto them, it deals an additional 2d4 damage. 4. **Mushroom:** A collection of poisonous mushrooms; if ingested, the creature must succeed on a *DC 15 Constitution saving throw* or become poisoned for 1 minute. 5. **Boulder:** A barbarian can pick up a boulder and throw it, spending a rage slot to do so and dealing 3d8+STR bludgeoning damage to the target. 6. **Bones:** Expending a ki/focus point, a monk can pick up bones scattered on the ground to throw at a target creature, dealing 3d4+DEX piercing damage. \columnbreak #### Interactive Scenery: Shatterpoint Element 7. **Clay Bridge:** There is no support holding up the bridge, making it very unstable.*AC 10, hit point 60*. Its weakness is thunder damage or any effect that would manipulate the earth. When it is destroyed, any creature within a 10ft sphere from the centre of the bridge must make a *DC 13 Dexterity saving throw*. A target takes 3d6 bludgeoning and is submerged in the water on a failed save, or half as much damage and avoids the water on a successful save. *** #### Interactive Scenery: Intuitive Element 8. **Sulphuric Cracks:** The players enter the cave and are greeted by a disgusting smell like rotten eggs. As the players walk through, they notice white cracks along the ground. If a player investigates, they can make a *Nature or Survival check DC 14* to determine that this is sulphur. It is highly flammable. If enough heat is applied, the cracks can blow up; creatures on the crack must make a *DC 14 Dexterity saving throw.* A target takes 2d6 fire damage on a failed save, or half as much damage on a successful save. During the second phase of the boss when it enters its extreme heat moment, the players can roll an intelligence check to learn that they should avoid being near these cracks as the heat from the gorgon could blow the cracks up. \pagebreakNum
#### *Map 1.1: Thraxis Boss Fight* #### *(Cave - Bottom Level)* \pagebreakNum
#### *Map 1.2: Thraxis Boss Fight* #### *(Cave - Middle Level)* \pagebreakNum
#### *Map 1.3: Thraxis Boss Fight* #### *(Cave - Top Level)* \pagebreakNum
## Statblock: ___ ___ > ## Thraxis > *Large monstrosity, unaligned* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 252 (24d10 + 120) > - **Speed** 40 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |24 (+7)|14 (+2)|20 (+5)|10 (+0)|14 (+2)|8 (−1)| > ___ > - **Saving Throws** Str +12, Con +11 > - **Skills** Athletics +12, Intimidation +3, Perception +7 > - **Damage Resistances** Lightning, Poison > - **Condition Immunities** Charmed, Petrified > - **Senses** darkvision 60 ft., passive Perception 17 > - **Languages** Common, Elvish, Gnomish > - **Challenge** 15 (13,000 XP) > ___ > > ### Traits > ***Legendary Resistance (2/Day).*** If the gorgon fails a saving throw, it can choose to succeed instead. > > > ***Innate Spellcasting.*** Thraxis spellcasting ability is Wisdom (*spell save DC 15*). Thraxis can innately cast spells. > > ***Charge.*** If the centaur moves at least 30 ft. straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage. > > > ***Boss Barrier (Phase 2).*** Thraxis gains a barrier that lasts for five rounds, and it has 85 hit points. While the barrier is active, Thraxis is immune to all damage types except cold and psychic. The barrier is affected by different amounts of water it comes into contact with. > > ***Fire Damage (Phase 2).*** In phase 2 all attacks dealt by Thraxis deals an extra 2d4 fire damage. > > ***Weakness (Phase 3).*** In phase 3, Thraxis has no access to bonus actions, legendary actions, lair actions, fury abilities. The damage they deal is one die less and no more extra fire damage. > > ___ > > ### Actions > ***Multiattack.*** Thraxis makes three attacks: one with its Gore and two with its Hooves. > > ***Gore.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 18 (2d12 + 7) piercing damage. > > ***Hooves.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 7) bludgeoning damage. > > ***Petrifying Breath (Recharge 5–6).*** Thraxis exhales petrifying gas in a 30-foot cone. Each creature in that area must make a *DC 18 Constitution saving throw*. > > On a failed save, the creature begins to turn to stone. At the start of the creature’s next turn, it must repeat the saving throw. On a failure, the creature is *restrained*. On a success, the effect ends. > > While restrained by this effect, the creature must repeat the saving throw at the start of each of its turns. On a failed save, the creature becomes *petrified*. On a success, the effect ends. > > \columnbreak > > ___ > > ### Bonus Actions > ***Overdrive.*** Thraxis gains 10 feet of movement, and it has advantage on the next melee attack it makes this turn. > > ***Reinforce Shell.*** Thraxis gains 12 (1d4 + 9) temporary hit points. > > ***Magnetic Pull.*** Thraxis targets one creature within 15 feet as unstable telekinetic force erupts from its body. The target must succeed on a *DC 15 Strength saving throw* or be pulled up to 10 feet closer to Thraxis. > > ***Fury Ability: Charge (Recharge 7–8).*** Thraxis charges up to 30 feet in a straight line. Each creature in its path must make a *DC 20 Dexterity saving throw*. On a failed save, a creature takes 19 (3d8 + 7) bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. > > One creature of Thraxis’s choice that it moves through or adjacent to during this charge must instead make a *DC 20 Strength saving throw*. On a failed save, the target takes 22 (3d10 + 7) bludgeoning damage, is launched up to 20 feet into the air, and pushed up to 20 feet away from Thraxis. If the target takes fall damage from this movement, it lands prone. On a successful save, the target takes half as much damage and isn’t moved. > > ___ > > ### Legendary Actions > Thraxis can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. > > ***Pulse (Phase 1 only).*** A toxic cloud spreads in a 20-foot-radius sphere centered on a point Thraxis can see within 60 feet. Each creature in that area must make a *DC 20 Constitution saving throw*, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. > > ***Explosive Pulse (Phase 2 Only).*** Fire erupts in a 20-foot-radius sphere centered on a point Thraxis can see within 60 feet. Each creature in that area must make a *DC 20 Dexterity saving throw*, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. > > ___ > > ### Lair Actions > When fighting inside its lair, Thraxis can invoke one of the following effects on initiative count 20 (losing initiative ties). Thraxis can’t use the same effect two rounds in a row, and it can’t repeat an effect until all have been used. > > ***Corrupted Ground.*** The ground in a 15-foot-square area becomes difficult terrain until initiative count 20 on the next round. > > ***Disruptive Pulse.*** Each creature concentrating on a spell must make a DC 18 Constitution saving throw. On a failed save, the creature’s concentration ends. > > ***Deadly Vines.*** Thraxis targets up to three creatures it can see within 60 feet. Each target must make a *DC 20 Strength saving throw*. On a failed save, the creature takes 7 (2d6) piercing damage and is restrained by vines for 3 rounds. A restrained creature can use its action to make a DC 20 Strength (Athletics) check, ending the effect on itself on a success. \pagebreak
## Appendix A: Thraxis Encounter Chart
### Weather Events | d4 | Description | |:---:|:---| | 1 | *Sunny:* The day starts bright, sunlight glinting off slick rock and high tree leaves. Warm air rolls through the valleys, carrying the faint scent of pine and smoke. | | 2 | *Cloudy:* The sky dims with a haze of clouds, their grey edges rippling with wind. | | 3 | *Fierce Winds:* It whips through the mountain paths, scattering dust and bending trees. Any climb or ranged attack becomes difficult. | | 4 | *Heavy Rain:* It crashes down in waves, turning paths into rivers of mud. Thunder rolls in the distance, getting closer to them the higher they go. |
### Social Interactions | d8 | Encounter | |:---:|:---| | 1 | The party stumbles upon a group of hunters, breathless and terrified, having just fled the forest. They speak of a monster that hurled boulders through the trees; some call it a demon, others a bull, none can agree on what they saw. | | 2 | A small cabin sits in a quiet clearing. The owner is a lone hunter who is fishing nearby in silence. He swears he’s seen no monster here. Thraxis does not feel threatened by the fisherman. | | 3 | The group finds travellers lost in the woods, hungry and exhausted. They claim they’ve been wandering for days, having lost the road after following a false trail. | | 4 | An abandoned mountain village lies in ruins. Houses are crushed, not burned, as though a furious creature trampled through. Charred dolls lie in the ash, and dried hoofprints are sunk deep into the earth. | | 5 | Two wild animals drink peacefully from a stream. The rare calm stands out against the chaos of the mountain, as though nature itself is holding its breath. | | 6 | A displaced predator blocks the path, its territory overrun by Thraxis’s growing domain. It snarls defensively confused, starving, and afraid. They can feed it, fight it or avoid the path. | | 7 | The party encounters dwarves riding mountain goats. The riders share a campfire and tales of the high cliffs, offering to teach the adventurers how to ride if they wish to brave the upper trails. | | 8 | Distant chanting echoes through a ruined valley. The source is unclear, but those who follow the sound find an altar of broken horns half-buried in the dirt. No one else is there. |
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### Environmental Hazards | d8 | Hazard | |:---:|:---| | 1 | The party crosses an area where trees stand splintered in a perfect line, as though something massive had charged through. The shape roughly matches a bull’s outline. | | 2 | Smoke curls above a ridge. A wildfire burns across the slope, heat waves distorting the air. The players can push through or retreat to find another route. | | 3 | A stampede of goats thunders through the pass. They aren’t running from the players; something else is moving behind them. | | 4 | Clusters of glowing mushrooms grow from blackened roots. Their faint heat suggests the land itself remembers fire. | | 5 | Loose rocks tumble down the mountain. It could be a chance… or a warning that Thraxis is aware of intruders. | | 6 | The players find thick vines rooted into the cliffside. They can be used for safer climbing or could snap under strain if overburdened. | | 7 | Carvings on the stone, with dashes — the more dashes, the closer they get to Thraxis. They can learn this immediately if they have talked to the dwarves from the social interactions, or learn it as the path gets more dangerous. | | 8 | Through the night fog, a green light pulses along the mountain trail. It moves slowly, following the party from a distance. |
### Combat Challenges | d8 | Encounter | |:---:|:---| | 1 | The party encounters hunters setting a trap baited with fresh meat. If they approach, they’re told to leave or risk being mistaken for the beast’s allies. | | 2 | A starving pack of wolves hunts the party through the woods. They are skinnier than most wolves, as if they can barely find proper meals. | | 3 | A poison-maker tests new toxins on wildlife nearby; if interrupted, they release clouds of green smoke that affect the player's nervous system. A DC 14 Constitution saving throw; if they fail, they gain one exhaustion. | | 4 | A green pulse surges through the forest as deer stampede past, fleeing something unseen. The party must dodge or be trampled. | | 5 | The party sees a bear with burn marks on its fur. The bear is smashing through trees, and ripping the ground up. This is not normal bear behaviour as it locks eyes with the party. | | 6 | A group of enemies sees the party and stalks them until they are vulnerable or the party spots them. | | 7 | A hostage breaks through the thicket and finds the players and begins begging for help. Soon the kidnappers appear and a fight breaks out, the hostage stabs the party in the back. They were not really hostages. | | 8 | A carriage crashed in the forest, and the survivors tried to escape but were hunted down. One survivor was left but with no escape and low food sources he ate the other survivors. Now the party comes across an unstable cannibal who tries to eat them. |
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### Exploration And Puzzles | d8 | Encounter | |:---:|:---| | 1 | The party finds an abandoned campsite with a locket engraved with a message to Thraxis’s wife, a trace of his humanity. “Please if you find this, bring it to my wife Sarah. Thank you, Thraxis.” | | 2 | They explore a dwarven cave settlement driven out long ago; the carvings describe the early days of the corruption. Gain advantage on History checks in this region. | | 3 | A golden oak tree drips glowing sap. Drinking from it grants insight, but the knowledge burns the throat and insides leaving internal scars. Gain advantage on Nature checks in this region. | | 4 | The party discovers a ruined temple with a hidden chamber. In the chamber they find a prophecy stating “The thing created can destroy the creator.”, and a mural of a metal face surrounded by fire. Gain advantage on Insight checks into who Thraxis is. | | 5 | The party sees something glittering in a ravine, as they climb down towards it they find an empty cave. However, in the cave there are some gold pieces. If taking a closer look the party can find an abandoned traders storage area covered up by vines and dirt. Gain new items, maybe some magical items. | | 6 | They stumble upon a lake which is muddy and slimy, as they look into the water they can see their reflection. However, their reflections are twisted by their greatest desire turning them into monsters. Gain advantage on Insight checks into what happened to Thraxis. | | 7 | The group finds a forgotten dwarven forge, they can study a few manuscripts and learn the art of old techniques. If they study it long enough they can turn weapons into +1 weapons. | | 8 | They find a harp lying on the ground, and if they play it magical glowing lights appear as laughter echoes from the wilderness. This laughter is now distorted by the new voice Thraxis has. |
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## Appnedix B: Maps #### Thraxis Boss Fight ###### *(Bottom Layer)*
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#### Thraxis Boss Fight ###### *(Middle Layer)*
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#### Thraxis Boss Fight ###### *(Top Layer)*
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Thraxis Boss
Fight
Welcome to a one shot made by **Zi Chin’s Guide to Epic Fights!** This series is dedicated to using mechanics previously made and posted on the patreon.
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Documents:
Page 1: Lie Setiawan – Ox of Agonas
###### Team Credits - Michael Cheeseman — Lead Designer - Karl Corallo — Artist (Footer, Background, and Zi-Chin's Tip Art) - Finn McClusky — Master Coder
Documents:
Interactive Environment
Environmental Encounters
Boss Barriers
Branching Boss Fights
Speed and Fury