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Mind Stalker

Adversary overview

A shadow in the corner of your eye, the feeling of something much taller than you just behind your shoulder. The brief sensation of a claw on your neck. The smell of blood and cloves.

Some ideas are so fundamentally wrong they cut sideways to the universe. When such an idea enters the mortal mind, it becomes an entity of its own, an entity that wants to be real. Such entities are called Mind Stalkers, horrifying creatures of shadow and madness. They hound the mind of whatever unfortunate mortal gave birth to them, creating bouts of hallucinations and unlucky accidents. As the Mind Stalkers chips away at its hosts sanity, it consumes it, becoming more real overtime. The only way to kill a Mind Stalker permanently is to discover its true name, usually discovered by observing the patterns in the hallucinations it produces.

Stat block

Tier
3
Type
Skulk
Difficulty
13
HP
5
Stress
2
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
9
Major Damage — Mark 2 HP Major
Mark 2 HP
18
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claw of Nothing
Range: Melee
Damage: 3d8+4
Attack Mod: +4
Damage Type: Magical

Features

Passives

  • Ghost

    The Mind Stalker is resistant to physical damage. Mark a Stress to move up to Close range through physical barriers.

Actions

  • Cloud Vision

    Choose a target in Far range, they become temporarily Mad. While Mad, they have disadvantage on action rolls not made to attack or run from The Mind Stalker and whenever they fail an action roll, they mark a Stress.

  • Shadowy Leap

    Spend a Fear to have The Mind Stalker teleport to a point within Far range that is within shadow. It may immediately make a Standard Attack with advantage.

Reactions

  • Not Quite Dead

    When The Mind Stalker marks its last Hit Point, if the PC who marked its last Hit Point does not know the true name of the the Mind Stalker, the Mind Stalker survives slinking into the shadows. The player loses a Hope and the GM gains two Fear.

Evolutions

—

Motives & tactics

Terrify Hunt Chase

Experiences

  • Terrifying +3
  • Cruel +3
  • Mysterious +3

Mind Stalker

Tier 3 skulk

A shadow in the corner of your eye, the feeling of something much taller than you just behind your shoulder. The brief sensation of a claw on your neck. The smell of blood and cloves.

Motives & Tactics: Terrify, Hunt, Chase

Difficulty: 13 | Thresholds: 9/18 | HP: 5 | Stress: 2

ATK: +4 | Claw of Nothing: Melee | 3d8+4 Magical

Experience: Terrifying +3, Cruel +3, Mysterious +3

HP:

STRESS:

Features

Ghost - Passive: The Mind Stalker is resistant to physical damage. Mark a Stress to move up to Close range through physical barriers.
Cloud Vision - Action: Choose a target in Far range, they become temporarily Mad. While Mad, they have disadvantage on action rolls not made to attack or run from The Mind Stalker and whenever they fail an action roll, they mark a Stress.
Shadowy Leap - Action: Spend a Fear to have The Mind Stalker teleport to a point within Far range that is within shadow. It may immediately make a Standard Attack with advantage.
Not Quite Dead - Reaction: When The Mind Stalker marks its last Hit Point, if the PC who marked its last Hit Point does not know the true name of the the Mind Stalker, the Mind Stalker survives slinking into the shadows. The player loses a Hope and the GM gains two Fear.

Discussion

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