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Pale Wind Spirit-Caller

Adversary overview

A small figure bundled up against the cold.

This adversary is from the Midnight Ride of the Have Mercy adventure frame by Almost Bedtime Theater.

Stat block

Tier
1
Type
Support
Difficulty
12
HP
3
Stress
5
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
5
Major Damage — Mark 2 HP Major
Mark 2 HP
9
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

A Stick
Range: Melee
Damage: 1d4
Attack Mod: 0
Damage Type: Physical

Features

Passives

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Actions

  • Spirit Strikes
    stress 1

    Mark a Stress to make an attack against a target within Very Far range. On a success, an ephemeral swarm of glowing spirits materialize and strike the target, dealing 3d4+3 magic damage.

  • Lost and Afraid
    stress 1

    Mark a Stress to make an attack against a target within Very Far range. On a success, glowing spirits whip up the snow around the target, disorienting them. You gain a Fear and the target’s next action roll is at disadvantage.

  • You Will Be Judged
    fear 1

    Spend a Fear to choose a target within Very Far range and send their spirit to the Judge of the Trials. No time passes while they are being judged. If they return, they cannot be sent again.

Reactions

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Evolutions

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Motives & tactics

Protect the ice dome Complete the ritual Call on the spirits

Experiences

  • Spirit Wielder +2

Pale Wind Spirit-Caller

Tier 1 support

A small figure bundled up against the cold.

Motives & Tactics: Protect the ice dome, Complete the ritual, Call on the spirits

Difficulty: 12 | Thresholds: 5/9 | HP: 3 | Stress: 5

ATK: 0 | A Stick: Melee | 1d4 Physical

Experience: Spirit Wielder +2

HP:

STRESS:

Features

Spirit Strikes - Action: Mark a Stress to make an attack against a target within Very Far range. On a success, an ephemeral swarm of glowing spirits materialize and strike the target, dealing 3d4+3 magic damage.
Lost and Afraid - Action: Mark a Stress to make an attack against a target within Very Far range. On a success, glowing spirits whip up the snow around the target, disorienting them. You gain a Fear and the target’s next action roll is at disadvantage.
You Will Be Judged - Action: Spend a Fear to choose a target within Very Far range and send their spirit to the Judge of the Trials. No time passes while they are being judged. If they return, they cannot be sent again.

Discussion

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