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False Prophet

Adversaries Designed by Dandelev • Art by Dandelev

Adversary overview

A spindly limbed spectre that robs its victims of the ability to see before it strikes

The False Prophet is a master of deception that preys on travelers. Resembling a feeble faerie, it approaches campsites at night and gently appeals for shelter in exchange for reading fortunes. Each divinatory card drawn is a secret sacrifice as the ghastly prophet latches on to its unknowing victims. It then lurks nearby as the camp goes to sleep, fueling nightmares and feasting on the life energy of its victims.

(Created for the Heart of Daggers 2026 Fear Fest)

Stat block

Tier
1
Type
Solo
Difficulty
13
HP
8
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
7
Major Damage — Mark 2 HP Major
Mark 2 HP
13
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Piercing Touch
Range: Far
Damage: 1d20
Attack Mod: +3
Damage Type: Magical

Features

Passives

Actions

  • Foresight

    Ask a PC to roll their duality die as the Prophet draws a card. On a roll with hope, ask the PC to describe a card that makes them inspired. On a roll with fear, ask the PC to describe a card that makes them vengeful. Any PC who draws a card becomes unknowingly Sighted by the Prophet. PCs who are Sighted:

    - Fall into a deep sleep or trance when they rest

    - Experience intense dreams or hallucinations

    - Must pass a Strength or Presence roll with a difficulty of 15 to wake up

    - Mark a Stress whenever they take damage from the Prophet

  • Many Hands Make Dark Work
    fear 1

    Spend a Fear for spindly, incorporeal arms to emerge from the False Prophet’s chest and attack all Sighted PCs within Far range. Make an attack role for the arms to pierce the forehead of Sighted characters, dealing 1d12+2 damage on each success.

Reactions

Motives & tactics

Deceive Act pitiful Make connections Feast

Experiences

False Prophet

Tier 1 solo

A spindly limbed spectre that robs its victims of the ability to see before it strikes

Motives & Tactics: Deceive, Act pitiful, Make connections, Feast

Difficulty: 13 | Thresholds: 7/13 | HP: 8 | Stress: 4

ATK: +3 | Piercing Touch: Far | 1d20 Magical

Experience: —

HP:

STRESS:

Features

Foresight - Action: Ask a PC to roll their duality die as the Prophet draws a card. On a roll with hope, ask the PC to describe a card that makes them inspired. On a roll with fear, ask the PC to describe a card that makes them vengeful. Any PC who draws a card becomes unknowingly Sighted by the Prophet. PCs who are Sighted:

- Fall into a deep sleep or trance when they rest

- Experience intense dreams or hallucinations

- Must pass a Strength or Presence roll with a difficulty of 15 to wake up

- Mark a Stress whenever they take damage from the Prophet

Many Hands Make Dark Work - Action: Spend a Fear for spindly, incorporeal arms to emerge from the False Prophet’s chest and attack all Sighted PCs within Far range. Make an attack role for the arms to pierce the forehead of Sighted characters, dealing 1d12+2 damage on each success.

Discussion

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