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Thornheart

Adversaries Designed by Phischi

Adversary overview

Thornhearts are seen as prophets and heralds by the Nekkers, revered as priests of the Lady.

During rare astrological events, when the barrier between the Feywild and the Material world is thinning, the Nekkers will venture into settlements, led by Phoocas, looking for children with the spark of magic in them. Tragedies usually follow, as the Nekkers swarm slaughters the entire village and every mage, priest or druid they can find. The children found are taken to the Thorn Garden, a fey crossing at the deepest point of the Nekker’s burrow, filled with deadly razorvines. During a strange ceremony, the heart of the children are pierced with a Thornshard, one of the many magical thorns that used to be part of the Lady of Thorn’s dress, a sacred item for the Nekkers. The ones that survive turn into Nekkers known as Thornhearts, wielding a fraction of the Lady’s power.

Thornhearts are seen as prophets and heralds by the Nekkers, revered as priests of the Lady. They are thought to one day find again the Lady of Thorn. Thornhearts are larger and have more expressive faces than regular Nekkers, akin to the innocent face of a child. The thorn in their heart is clearly visible, pulsating with magic. They have some basic understanding of fate magic, wielding a form of raw primitive power. These abilities makes them natural leaders of their race, channeling their inner strength to inspire their cowardly kin to daring feats. Thornhearts often wear jewelry made of bones & razorvines, and mark their faces with blue and green pigments.

Stat block

Tier
1
Type
Leader
Difficulty
13
HP
6
Stress
4
Attack mod
+3
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
10
Major Damage — Mark 2 HP Major
Mark 2 HP
15
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Claws
Range: Melee
Damage: 1d12+1
Attack Mod: +3
Damage Type: Physical

Features

Passives

  • Heart of the Swarm

    While the Thornheart is alive, the other Nekkers within Far range of it have advantage on attack rolls.

  • Thorn Lurker

    Any checks to detect a Nekker that is hiding in a natural environment are made with disadvantage. Additionally the Nekker can pass terrain that is covered with thorns, spines or similar hazard like it would be normal terrain.

Actions

  • Tactician
    stress 1

    When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

  • Thorns Volley
    fear 1

    Spend a Fear to make a ranged attack against a target within Far range of the Thornheart. The attack does 1d12+1 damage, if it hits.

  • Ensnaring Vines
    fear 1

    The Thornheart targets a creature in Far range. That creature must make an Agility Reaction Roll (18) to avoid being temporarily restrained by vines.

  • Thorn Charm
    stress 1

    The Thornheart touches the thorn in its heart and target one creature that it can see within Far range of it. That target must make a Knowledge Reaction Roll (13). If the target succeeds on the Reaction Roll, the Thornheart is temporarily restrained and takes 2d6 magical damage. In case of failure, the target suffers one of the following effects at random:
    1. Mad Laughter. The target becomes Restrained and Vulnerable until the Thornheart gains the spotlight again.
    2. Bedeviled. Hooves, horns and fur grows on the target. It has disadvantage on Attack Rolls and their Evasion is decreased by 2 until the Thornheart gains the spotlight again.
    3. Afflicted. The target is poisoned until the Thornheart gains the spotlight again, as toads, spiders and snakes crawl out of the target, and the target takes 4d6 magical damage.
    4. Foul's Gold. The target loses a Handful of Gold as it melts and takes 4d6 physical damage. If the target has no gold, nothing happens.

Reactions

  • Momentum

    When this adversary makes a successful attack against a PC, you gain a Fear.

Motives & tactics

Vicious Ambusher Tribal Society Overwhelming Swarm Prophets of the Lady

Experiences

  • Blessed by the Lady of Thorns +2

Thornheart

Tier 1 leader

Thornhearts are seen as prophets and heralds by the Nekkers, revered as priests of the Lady.

Motives & Tactics: Vicious Ambusher, Tribal Society, Overwhelming Swarm, Prophets of the Lady

Difficulty: 13 | Thresholds: 10 / 15 | HP: 6 | Stress: 4

ATK: +3 | Claws: Melee | 1d12+1 Physical

Experience: Blessed by the Lady of Thorns +2

HP:

Stress:

Features

Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.

Tactician – Action: When you spotlight the Leader, mark a Stress to also spotlight two allies within Close range.

Reinforcements – Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

Heart of the Swarm – Passive: While the Thornheart is alive, the other Nekkers within Far range of it have advantage on attack rolls.

Thorn Lurker – Passive: Any checks to detect a Nekker that is hiding in a natural environment are made with disadvantage. Additionally the Nekker can pass terrain that is covered with thorns, spines or similar hazard like it would be normal terrain.

Thorns Volley – Action: Spend a Fear to make a ranged attack against a target within Far range of the Thornheart. The attack does 1d12+1 damage, if it hits.

Ensnaring Vines – Action: The Thornheart targets a creature in Far range. That creature must make an Agility Reaction Roll (18) to avoid being temporarily restrained by vines.

Thorn Charm – Action: The Thornheart touches the thorn in its heart and target one creature that it can see within Far range of it. That target must make a Knowledge Reaction Roll (13). If the target succeeds on the Reaction Roll, the Thornheart is temporarily restrained and takes 2d6 magical damage. In case of failure, the target suffers one of the following effects at random: 1. Mad Laughter. The target becomes Restrained and Vulnerable until the Thornheart gains the spotlight again. 2. Bedeviled. Hooves, horns and fur grows on the target. It has disadvantage on Attack Rolls and their Evasion is decreased by 2 until the Thornheart gains the spotlight again. 3. Afflicted. The target is poisoned until the Thornheart gains the spotlight again, as toads, spiders and snakes crawl out of the target, and the target takes 4d6 magical damage. 4. Foul's Gold. The target loses a Handful of Gold as it melts and takes 4d6 physical damage. If the target has no gold, nothing happens.

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