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Fanewraith

Adversary overview

The leader of the Fanewick's most notorious rebel group. Cloaked in shadow, she fights with her loyal followers.

The Fanewraith stalks the Fanewick, leaving stories in her wake.

This Adversary was built for my Witherwild campaign, and goes with my Fanewick Minion & Fanewick Archer.

Stat block

Tier
3
Type
Leader
Difficulty
18
HP
8
Stress
6
Attack mod
+6
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
20
Major Damage — Mark 2 HP Major
Mark 2 HP
40
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Daggers
Range: Melee
Damage: 3d12+1
Attack Mod: +6
Damage Type: Physical

Features

Passives

  • What the eyes can't see

    When you end an action out of line of sight of a PC, become hidden until after your next attack. Attacks made while Hidden from this feature have advantage.

  • Relentless (3)

    This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Actions

  • Your Shadows Betray you!
    fear 1

    Spend one Fear. Choose a target within Far range, causing their shadow to grow and wrap around them. The target must succeed a Presence roll or become Restrained until they succeed a Presence or Agility roll to break free.

    The target is also Vulnerable to damage from the Fanewraith and her minions while restrained in this way

  • Twisting Shadows
    stress 1

    Mark a Stress to cause the shadows in an area to twist, grow and claw. Targets of your choice within Close range of a point you choose within Far range must succeed on a Presence roll or Mark a Stress.

Reactions

  • Momentum

    When the Fanewraith makes a successful attack against a PC, you gain a Fear

  • I'm not done yet...
    fear 1

    When the Fanewraith has marked 7 or more HP, you can spend a Fear to sink her into the shadows, reappearing at a safe location to recover. A PC who succeeds on an Instinct Roll can trace the shadows to her destination.

  • Waiting in the Shadows
    fear 1

    When the Fanewraith has marked 4 or more Stress, you can spend a Fear to signal her allies waiting in the shadows. Three Fanewraith Archers appear within Very Far range and immediately take the spotlight.

Motives & tactics

Obscure Escape Misdirect

Experiences

  • Friend of Shadow +3
  • Determined Leader +2

Fanewraith

Tier 3 leader

The leader of the Fanewick's most notorious rebel group. Cloaked in shadow, she fights with her loyal followers.

Motives & Tactics: Obscure, Escape, Misdirect

Difficulty: 18 | Thresholds: 20/40 | HP: 8 | Stress: 6

ATK: +6 | Daggers: Melee | 3d12+1 Physical

Experience: Friend of Shadow +3, Determined Leader +2

HP:

STRESS:

Features

What the eyes can't see - Passive: When you end an action out of line of sight of a PC, become hidden until after your next attack. Attacks made while Hidden from this feature have advantage.
Your Shadows Betray you! - Action: Spend one Fear. Choose a target within Far range, causing their shadow to grow and wrap around them. The target must succeed a Presence roll or become Restrained until they succeed a Presence or Agility roll to break free. The target is also Vulnerable to damage from the Fanewraith and her minions while restrained in this way
Twisting Shadows - Action: Mark a Stress to cause the shadows in an area to twist, grow and claw. Targets of your choice within Close range of a point you choose within Far range must succeed on a Presence roll or Mark a Stress.
Momentum - Reaction: When the Fanewraith makes a successful attack against a PC, you gain a Fear
I'm not done yet... - Reaction: When the Fanewraith has marked 7 or more HP, you can spend a Fear to sink her into the shadows, reappearing at a safe location to recover. A PC who succeeds on an Instinct Roll can trace the shadows to her destination.
Waiting in the Shadows - Reaction: When the Fanewraith has marked 4 or more Stress, you can spend a Fear to signal her allies waiting in the shadows. Three Fanewraith Archers appear within Very Far range and immediately take the spotlight.
Relentless (3) - Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Discussion

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