Soul Reaper
An avatar of death trapped on the earthly plane, seeking souls to feed its essence.
Motives & Tactics: absorb soul, reap life
A creature that has had an Essence stolen suffers the corresponding effects until the Essence is restored.
Hope: The character's Fear die becomes a d20.
Courage: When the character makes a roll with Fear, they lose 1 Hope.
Will: When the character makes a attack or spellcasting roll, they must roll two Fear Dice and keep the higher result.
The stolen essences remain in the reaper's possession until they are incapacitated or killed, immediately returning to their owners thereafter.
At the GM's discretion, the Reaper may start with 1d3 essences.
The Reaper keeps the stolen essence, and the target suffers the corresponding effects described in the Stolen Essences ability.
On a successful roll, the character becomes immune to the effects of Devour Essence until the end of the GM's next turn.
The stolen essence now remains with the Soul Essence until it is destroyed.
Spend up to 2 Fear to summon an addition Soul Essence within range accordinly with the number of essences you posses.
A creature that fails the roll becomes Vulnerable and suffers disadvantage on attacks against the Reaper until it rolls with Hope.
From the second time the Reaper uses this ability onwards, the added die will be 1d4.