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Penitent

Adversaries Designed by Phischi

Adversary overview

Penitent is a rare type of wraith who only haunts people who have done bad deeds.

I run back inside, hasp the doors, and then I hear it – someone whispering my name. Mikkjaaal, Mikkjaaal!
Mikkjal, Eldberg lighthouse keeper

Wherever this wraith haunts immediately becomes enveloped in thick fog and darkness – and those that wander into it usually never return. In order to defeat a Penitent, one must remain in constant motion in order to avoid being struck by this agile creature, which can disappear and reappear in the blink of an eye to attack from behind. Most importantly of all, however, one must discover what keeps the monster bound to its haunting grounds – and break that bond as soon as possible.

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
26
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Sword of Judgement
Range: Melee
Damage: 2d8+6
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Relentless (3)

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

  • Incorporeal Body

    The Penitent is resistant to physical damage.

  • Lamp of Prejudice
    fear 1

    Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers the last creature it judged prematurely and how it treated that creature with this prejudice in mind. It has disadvantage on any Attack Rolls until it has used its spotlight to ask that creature for forgiveness. If the creature is not part of the scene, the target has disadvantage on Attack Rolls until the end of the scene instead and has to search for forgiveness after the scene. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

Actions

  • Lamp of Fear
    stress 1

    The Penitent shines its lamp onto the creatures it can see, trying to blind them and hide the presence of the Penitent from them. Any creature that is not a Wraith must make a Instinct Reaction Roll (15). For every creature that fails, gain a Fear.

  • Lamp of Penitence
    fear 1

    Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers a moment in their life, where they wronged somebody. The target feels the guilt of this moment and becomes Vulnerable until it has found a way to overcome this guilt. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

  • Lamp of Injustice
    fear 1

    Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers the last creature that they killed and how that creature made the target feel guilty about killing it. The target is haunted by specters of the creature it killed and becomes Restrained until it has found a way to overcome the guilt. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

Reactions

Motives & tactics

Searching Penitence Judge of Innocence Hiding behind the Lamp Judge and then execute

Experiences

  • Penitence +2

Penitent

Tier 2 solo

Penitent is a rare type of wraith who only haunts people who have done bad deeds.

Motives & Tactics: Searching Penitence, Judge of Innocence, Hiding behind the Lamp, Judge and then execute

Difficulty: 15 | Thresholds: 14 / 26 | HP: 9 | Stress: 5

ATK: +4 | Sword of Judgement: Melee | 2d8+6 Physical

Experience: Penitence +2

HP:

Stress:

Features

Relentless (3) – Passive: This adversary can be spotlighted up to 3 times per GM turn. Spend Fear as usual to spotlight them.

Incorporeal Body – Passive: The Penitent is resistant to physical damage.

Lamp of Fear – Action: The Penitent shines its lamp onto the creatures it can see, trying to blind them and hide the presence of the Penitent from them. Any creature that is not a Wraith must make a Instinct Reaction Roll (15). For every creature that fails, gain a Fear.

Lamp of Penitence – Action: Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers a moment in their life, where they wronged somebody. The target feels the guilt of this moment and becomes Vulnerable until it has found a way to overcome this guilt. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

Lamp of Injustice – Action: Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers the last creature that they killed and how that creature made the target feel guilty about killing it. The target is haunted by specters of the creature it killed and becomes Restrained until it has found a way to overcome the guilt. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

Lamp of Prejudice – Passive: Spend a Fear to target a creature within Close Range by judging its innocence. The target remembers the last creature it judged prematurely and how it treated that creature with this prejudice in mind. It has disadvantage on any Attack Rolls until it has used its spotlight to ask that creature for forgiveness. If the creature is not part of the scene, the target has disadvantage on Attack Rolls until the end of the scene instead and has to search for forgiveness after the scene. The target must also make a Knowledge Role (13). If the target fails, it also receives 3d8+6 magical damage and must mark a Stress.

Discussion

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