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Umbral Court Harbinger

Adversary overview

Harbingers are the heralds of the Umbral Court- shadow warriors clad in void-etched armor and bearing rune-scarred war pikes. They are chosen from among the most disciplined and fanatical of the shado

This is an Adversary sent out by a Shadowfell themed BBEG to work its will.

Stat block

Tier
3
Type
Solo
Difficulty
18
HP
8
Stress
5
Attack mod
+4
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
20
Major Damage — Mark 2 HP Major
Mark 2 HP
40
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Umbral War Pike
Range: Very Close
Damage: 3d10+8
Attack Mod: +4
Damage Type: Physical

Features

Passives

  • Cloak of Shadows

    All attacks that deal physical damage to the Harbinger are made at Disadvantage.

  • Relentless (4)

    The Harbinger can be Spotlighted up to four times per GM turn. You must spend a Fear like normal for each additional activation.

Actions

  • Leaping Strike
    fear 1

    Spend a Fear. The Harbinger leaps to any target within Far Range and makes an attack roll.

  • Sweeping Strike
    stress 1

    The Harbinger may mark a Stress in order to make an attack roll against all creatures within range.

  • Hope Eater
    fear 1

    Spend a Fear. The Harbinger slams its warpike into the ground as shadows gather around it. Each PC within Very Close Range must make a Strength Reaction Roll or lose a Hope. If you spend an additional Fear before the PCs roll, the Harbinger may add its Shadow Magic Experience to the Difficulty. The Harbinger regains a hit point for each target that loses a Hope in this way. This ability may only be used once per scene.

Reactions

  • Momentum

    Whenever the Harbinger makes a successful attack roll against a PC, gain a Fear.

Evolutions

—

Motives & tactics

Control Manipulate Corrupt Hope Seek Forbidden Knowledge

Experiences

  • Shadow Magic +2
  • Manipulate +2
  • Agile +4

Umbral Court Harbinger

Tier 3 solo

Harbingers are the heralds of the Umbral Court- shadow warriors clad in void-etched armor and bearing rune-scarred war pikes. They are chosen from among the most disciplined and fanatical of the shado

Motives & Tactics: Control, Manipulate, Corrupt Hope, Seek Forbidden Knowledge

Difficulty: 18 | Thresholds: 20/40 | HP: 8 | Stress: 5

ATK: +4 | Umbral War Pike: Very Close | 3d10+8 Physical

Experience: Shadow Magic +2, Manipulate +2, Agile +4

HP:

STRESS:

Features

Cloak of Shadows - Passive: All attacks that deal physical damage to the Harbinger are made at Disadvantage.
Relentless (4) - Passive: The Harbinger can be Spotlighted up to four times per GM turn. You must spend a Fear like normal for each additional activation.
Leaping Strike - Action: Spend a Fear. The Harbinger leaps to any target within Far Range and makes an attack roll.
Sweeping Strike - Action: The Harbinger may mark a Stress in order to make an attack roll against all creatures within range.
Hope Eater - Action: Spend a Fear. The Harbinger slams its warpike into the ground as shadows gather around it. Each PC within Very Close Range must make a Strength Reaction Roll or lose a Hope. If you spend an additional Fear before the PCs roll, the Harbinger may add its Shadow Magic Experience to the Difficulty. The Harbinger regains a hit point for each target that loses a Hope in this way. This ability may only be used once per scene.
Momentum - Reaction: Whenever the Harbinger makes a successful attack roll against a PC, gain a Fear.

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