Penitent
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
Standard attack
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 Prejudicefear 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 Fearstress 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 Penitencefear 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 Injusticefear 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
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.
Penitent
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.
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
Penitent Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.