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Corvis Drayman

Adversary overview

An undead accountant turned reaper, bound by infinite greed, eternally marking off dark debts in their black ledgers.

A tall, gaunt figure draped in a long oiled dark coat, bound with chains from which hang black ledgerbooks full of debts owed by the living. Their eyes burn with dull amber light like candle flame seen through the bottom of a bottle.

Treasure: Corvis drops the Black Ledger, when defeated.

Stat block

Tier
2
Type
Solo
Difficulty
15
HP
9
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
28
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Chains
Range: Close
Damage: 2d8 +4
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Closing Out

    Anytime a Tallied target takes damage within Very Close range of Drayman, they make a Strength Reaction Roll, with Drayman clearing 1 Hit Point if they fail.

Actions

  • Toll Bell

    Drayman tolls a handbell made of bone and brass. All targets in Close range make a Presence Reaction Roll, marking a Stress and becoming Tallied if they fail, as they see their names appear on Drayman's black ledgers.

  • Tallyman's Snare

    Drayman throws a coil of ghostly chains at a target in Far range. The target must make an Agility Reaction Roll, becoming Restrained and pulled to Very Close range of Drayman if they fail. Tallied targets make the Reaction Roll with Disadvantage.

  • Clearing Accounts
    stress 1

    Mark a Stress to have Drayman spin in place, dragging heavy chains in a swirling arc. Every target within Close range must make an Agility Reaction Roll, taking 2d8+4 magical damage if they fail. If a Tallied target fails, they also become Vulnerable until the end of their next action.

  • Grave Delivery
    fear 1

    Spend a Fear as Drayman summons a ghostly barrel and hurls it. Choose a point within Far range, the barrel explodes in a Very Close range to that location. All creatures in the area must make an Agility Reaction Roll.

    Targets who fail take 2d10+4 magical damage and are thrown out of the target area. Targets who succeed take half damage and aren’t moved. Tallied targets make the roll with Disadvantage.

Reactions

Motives & tactics

Reap souls Account for all sins Collect unpaid tabs Only has a naughty list

Experiences

  • Intimidation +4
  • Debt Collection +4

Corvis Drayman

Tier 2 solo

An undead accountant turned reaper, bound by infinite greed, eternally marking off dark debts in their black ledgers.

Motives & Tactics: Reap souls, Account for all sins, Collect unpaid tabs, Only has a naughty list

Difficulty: 15 | Thresholds: 14/28 | HP: 9 | Stress: 5

ATK: +4 | Chains: Close | 2d8 +4 Magical

Experience: Intimidation +4, Debt Collection +4

HP:

STRESS:

Features

Toll Bell - Action: Drayman tolls a handbell made of bone and brass. All targets in Close range make a Presence Reaction Roll, marking a Stress and becoming Tallied if they fail, as they see their names appear on Drayman's black ledgers.
Closing Out - Passive: Anytime a Tallied target takes damage within Very Close range of Drayman, they make a Strength Reaction Roll, with Drayman clearing 1 Hit Point if they fail.
Tallyman's Snare - Action: Drayman throws a coil of ghostly chains at a target in Far range. The target must make an Agility Reaction Roll, becoming Restrained and pulled to Very Close range of Drayman if they fail. Tallied targets make the Reaction Roll with Disadvantage.
Clearing Accounts - Action: Mark a Stress to have Drayman spin in place, dragging heavy chains in a swirling arc. Every target within Close range must make an Agility Reaction Roll, taking 2d8+4 magical damage if they fail. If a Tallied target fails, they also become Vulnerable until the end of their next action.
Grave Delivery - Action: Spend a Fear as Drayman summons a ghostly barrel and hurls it. Choose a point within Far range, the barrel explodes in a Very Close range to that location. All creatures in the area must make an Agility Reaction Roll.

Targets who fail take 2d10+4 magical damage and are thrown out of the target area. Targets who succeed take half damage and aren’t moved. Tallied targets make the roll with Disadvantage.

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