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Litz, Accursed Sun

Adversaries Designed by Alex • Art by Curse of the Dead Gods

Adversary overview

An ancient heroine, wielding a sun-blessed lash, but corrupted in death into a two-faced monster.

Stat block

Tier
2
Type
Solo
Difficulty
16
HP
7
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
14
Major Damage — Mark 2 HP Major
Mark 2 HP
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Flaming Lash
Range: Close
Damage: 2d8+6
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Avert Thine Eyes

    Attacks made against Litz, Accursed Sun without looking directly at her have -2 Difficulty. However, doing so may impose Disadvantage, depending on the specifics. The same Difficulty reduction also applies if her light is somehow doused.

  • Mantle of Burning Feathers

    Litz floats slightly above the ground, surrounded by a nimbus of feather-like flames. Double your damage thresholds against fire damage.

  • Searing Touch

    Targets who suffer Major or worse damage from Flaming Lash are temporarily set On Fire.

    When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

Actions

  • Sunscourge

    Spend 1 Fear, and make Flaming Lash attack vs all characters within a 90 degree arc in Close Range. All Beacons within the area are primed.

Reactions

  • Jewels of Fire

    When Litz, Accursed Sun hits one or more targets with an attack, or is first spotlighted after being placed on the field create a Beacon on the field within Far Range. A Beacon has 1 HP and Difficulty 10. You may spend up to 2 Fear to create an equal number of additional beacons.

    When a character moves into or through Melee Range of a Beacon, or when Litz, Accursed Sun strikes a Beacon, it is primed.

    A primed Beacon explodes at the end of the next character's spotlight, inflicting 2d10 magical damage and On Fire within Close Range, or half damage and no Condition on a successful Agility Reaction (13).

    Additionally, if a Beacon causes one or more PCs to lose HP, gain 1 Fear.

  • Nightfall

    When Litz marks their 3rd or 6th HP, remove all temporary Conditions, prevent any further damage, prime all Beacons, gain 2 Fear and replace Litz, Accursed Sun with Nepac, Accursed Moon.

Motives & tactics

Proclaim majesty Harry foes Call to her brother

Experiences

  • Vicious Cruelty +2
  • Ancient Knowledge +2
  • Glorious Words +2

Litz, Accursed Sun

Tier 2 solo

An ancient heroine, wielding a sun-blessed lash, but corrupted in death into a two-faced monster.

Motives & Tactics: Proclaim majesty, Harry foes, Call to her brother

Difficulty: 16 | Thresholds: 14/26 | HP: 7 | Stress: 5

ATK: +4 | Flaming Lash: Close | 2d8+6 Magical

Experience: Vicious Cruelty +2, Ancient Knowledge +2, Glorious Words +2

HP:

STRESS:

Features

Relentless (2) - Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Avert Thine Eyes - Passive: Attacks made against Litz, Accursed Sun without looking directly at her have -2 Difficulty. However, doing so may impose Disadvantage, depending on the specifics. The same Difficulty reduction also applies if her light is somehow doused.
Mantle of Burning Feathers - Passive: Litz floats slightly above the ground, surrounded by a nimbus of feather-like flames. Double your damage thresholds against fire damage.
Searing Touch - Passive: Targets who suffer Major or worse damage from Flaming Lash are temporarily set On Fire.

When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.

Sunscourge - Action: Spend 1 Fear, and make Flaming Lash attack vs all characters within a 90 degree arc in Close Range. All Beacons within the area are primed.
Jewels of Fire - Reaction: When Litz, Accursed Sun hits one or more targets with an attack, or is first spotlighted after being placed on the field create a Beacon on the field within Far Range. A Beacon has 1 HP and Difficulty 10. You may spend up to 2 Fear to create an equal number of additional beacons.

When a character moves into or through Melee Range of a Beacon, or when Litz, Accursed Sun strikes a Beacon, it is primed.

A primed Beacon explodes at the end of the next character's spotlight, inflicting 2d10 magical damage and On Fire within Close Range, or half damage and no Condition on a successful Agility Reaction (13).

Additionally, if a Beacon causes one or more PCs to lose HP, gain 1 Fear.

Nightfall - Reaction: When Litz marks their 3rd or 6th HP, remove all temporary Conditions, prevent any further damage, prime all Beacons, gain 2 Fear and replace Litz, Accursed Sun with Nepac, Accursed Moon.

Discussion

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