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Soul Reaper

Adversary overview

An avatar of death trapped on the earthly plane, seeking souls to feed its essence.

A being shrouded in cold and death, wandering the world in search of souls to consume. As tall as, or taller than, a giant, this faceless creature mantled in a black cloak is eternally condemned to wander the lands, leaving nothing but a trail of death and decay.

Stat block

Tier
3
Type
Solo
Difficulty
19
HP
12
Stress
7
Attack mod
+8
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
21
Major Damage — Mark 2 HP Major
Mark 2 HP
42
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Ethereal Scythe
Range: Very Close
Damage: 3d10+8
Attack Mod: +8
Damage Type: Physical

Features

Passives

  • Relentless (2)

    This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.

  • Ethereal Form

    The Soul Reaper is resistant to physical damage.

  • Stolen Essences

    The Soul Reaper can steal up to three essences that make up a creature's soul: Hope, Courage, and Will.

    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.

Actions

  • Devour Essence
    fear 1

    Spend 1 Fear to have the Reaper attack a creature it can see within Far range. The creature must succeed on a Presence reaction roll (20) or lose an essence of the Reaper's choice. The Reaper cannot choose an essence the target has already lost.

    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.

  • Summon Soul Essence

    The Reaper chooses one of the stolen essences in their possession and summons a Soul Essence within close range.

    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.

  • Essence Explosion
    fear 1

    Spend 1 Fear to have the Reaper release a wave of death energy affecting everyone within very close range. Each creature in the area must make an Agility reaction roll or take 4d8+4 magical damage if the reaper consumes one essence, 6d8+6 if it consumes two, 8d8+8 if it consumes all three essences, or half damage on a success. After that, each consumed essence returns to its owner, immediately ending the effects of the Stolen Essences ability.

    A creature that fails the roll becomes Vulnerable and suffers disadvantage on attacks against the Reaper until it rolls with Hope.

Reactions

  • Sipping Soul
    stress 1

    When the Reaper is hit by a melee attack, it can mark a Stress and add 1d6 to its difficulty against that attack, potentially causing the attack to miss.

    From the second time the Reaper uses this ability onwards, the added die will be 1d4.

  • Hopeful Counterattack
    stress 1

    When a creature within the Reaper's reach hits it with an attack while it has an Essence of Hope absorbed, the Reaper can mark a Stress to make a counterattack against that creature using its standard attack.

Evolutions

Motives & tactics

absorb soul reap life

Experiences

  • Hunt the living +3
  • Omen of Death +3

Soul Reaper

Tier 3 solo

An avatar of death trapped on the earthly plane, seeking souls to feed its essence.

Motives & Tactics: absorb soul, reap life

Difficulty: 19 | Thresholds: 21/42 | HP: 12 | Stress: 7

ATK: +8 | Ethereal Scythe: Very Close | 3d10+8 Physical

Experience: Hunt the living +3, Omen of Death +3

HP:

STRESS:

Features

Relentless (2) - Passive: This adversary can be spotlighted up to 2 times per GM turn. Spend Fear as usual to spotlight them.
Ethereal Form - Passive: The Soul Reaper is resistant to physical damage.
Stolen Essences - Passive:
The Soul Reaper can steal up to three essences that make up a creature's soul: Hope, Courage, and Will.

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.

Devour Essence - Action: Spend 1 Fear to have the Reaper attack a creature it can see within Far range. The creature must succeed on a Presence reaction roll (20) or lose an essence of the Reaper's choice. The Reaper cannot choose an essence the target has already lost.

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.

Summon Soul Essence - Action: The Reaper chooses one of the stolen essences in their possession and summons a Soul Essence within close range.

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.

Essence Explosion - Action: Spend 1 Fear to have the Reaper release a wave of death energy affecting everyone within very close range. Each creature in the area must make an Agility reaction roll or take 4d8+4 magical damage if the reaper consumes one essence, 6d8+6 if it consumes two, 8d8+8 if it consumes all three essences, or half damage on a success. After that, each consumed essence returns to its owner, immediately ending the effects of the Stolen Essences ability.

A creature that fails the roll becomes Vulnerable and suffers disadvantage on attacks against the Reaper until it rolls with Hope.

Sipping Soul - Reaction: When the Reaper is hit by a melee attack, it can mark a Stress and add 1d6 to its difficulty against that attack, potentially causing the attack to miss.

From the second time the Reaper uses this ability onwards, the added die will be 1d4.

Hopeful Counterattack - Reaction: When a creature within the Reaper's reach hits it with an attack while it has an Essence of Hope absorbed, the Reaper can mark a Stress to make a counterattack against that creature using its standard attack.

Discussion

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