Fallen Warlord: Realm-Breaker
Tier 4Solo
A Fallen God, wreathed in rage and resentment, bearing millennia of experience in breaking heroes’ spirits.
Motives & tactics corrupt, dominate, punish, break the weak
- Difficulty
- 20
- Thresholds
- 36 / 66
- HP
- 8
- Stress
- 5
- Attack
- +7 Barbed Whip · Close · 4d8+7 phy
- Experience
- Conquest +3, History +2, Intimidation +3
Features
- Relentless (2) Passive The Realm-Breaker can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
- Firespite Plate Armor Passive When the Realm-Breaker takes damage, reduce it by 2d10.
- Tormenting Lash Action Mark a Stress to make a standard attack against all targets within Very Close range. When a target uses armor to reduce damage from this attack, they must mark 2 Armor Slots.
- All-Consuming Rage Reaction Countdown (Decreasing 8). When the Realm-Breaker is in the spotlight for the first time, activate the countdown. When it triggers, create a torrent of incarnate rage that rends flesh from bone. All targets within Far range must make a Presence Reaction Roll. Targets who fail take 2d6+10 direct magic damage. Targets who succeed take half damage. For each HP marked from this damage, summon a Fallen Shock Troop within Very Close range of the target who marked that HP. If the countdown ever decreases its maximum value to 0, the Realm-Breaker marks their remaining HP and all targets within Far range must mark all remaining HP and make a death move.
- Doombringer Reaction When a target marks HP from an attack by the Realm-Breaker, all PCs within Far range of the target must lose a Hope.
- I Have Never Known Defeat (Phase Change) Reaction When the Realm-Breaker marks their last HP, replace them with the Undefeated Champion and immediately spotlight them. FALLEN WARLORD: UNDEFEATED CHAMPION
Fallen Warlord: Undefeated Champion
Tier 4Solo
That which only the most feared have a chance to fear.
Motives & tactics dispatch merciless death, punish the defiant, secure victory at any cost
- Difficulty
- 18
- Thresholds
- 35 / 58
- HP
- 11
- Stress
- 5
- Attack
- +8 Heart-Shattering Sword · Very Close · 4d12+13 phy
- Experience
- Conquest +3, History +2, Intimidation +3
Features
- Relentless (3) Passive The Undefeated Champion can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Faltering Armor Passive When the Undefeated Champion takes damage, reduce it by 1d10.
- Shattering Strike Action Mark a Stress to make a standard attack against all targets within Very Close range. PCs the Champion succeeds against lose a number of Hope equal to the HP they marked from this attack.
- Endless Legions Action Spend a Fear to summon a number of Fallen Shock Troops equal to twice the number of PCs. The Shock Troops appear at Far range.
- Circle of Defilement Reaction Countdown (1d8). When the Undefeated Champion is in the spotlight for the first time, activate the countdown. When it triggers, activate a magical circle covering an area within Far range of the Champion. A target within that area is Vulnerable until they leave the circle. The circle can be removed by dealing Severe damage to the Undefeated Champion.
- Momentum Reaction When the Undefeated Champion makes a successful attack against a PC, you gain a Fear.
- Doombringer Reaction When a target marks HP from an attack by the Undefeated Champion, all PCs within Far range of the target lose a Hope.
Hallowed Archer
Tier 4Ranged
Spirit soldiers with sanctified bows.
Motives & tactics focus fire, obey, reposition, volley
- Difficulty
- 19
- Thresholds
- 25 / 45
- HP
- 3
- Stress
- 2
- Attack
- +4 Sanctified Longbow · Far · 4d8+8 phy
Features
- Punish the Guilty Passive The Archer deals double damage to targets marked Guilty by a High Seraph.
- Divine Volley Action Mark a Stress to make a standard attack against up to three targets.
Hallowed Soldier
Tier 4Minion
Souls of the faithful, lifted up with divine weaponry.
Motives & tactics obey, outmaneuver, punish, swarm
- Difficulty
- 18
- Thresholds
- –None
- HP
- 1
- Stress
- 1
- Attack
- +2 Sword and Shield · Melee · 10 phy
Features
- Minion (13) Passive The Soldier is defeated when they take any damage. For every 13 damage a PC deals to the Soldier, defeat an additional Minion within range the attack would succeed against.
- Divine Flight Passive While the Soldier is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
- Group Attack Action Spend a Fear to choose a target and spotlight all Hallowed Soldiers within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 10 physical damage each. Combine this damage.
A divine champion, head of a hallowed host of warriors who enforce their god’s will.
Motives & tactics enforce dogma, fly, pronounce judgment, smite
- Difficulty
- 20
- Thresholds
- 37 / 70
- HP
- 7
- Stress
- 5
- Attack
- +8 Holy Sword · Very Close · 4d10+10 phy
- Experience
- Divine Knowledge +3
Features
- Relentless (2) Passive The Seraph can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Divine Flight Passive While the Seraph is flying, spend a Fear to move up to Far range instead of Close range before taking an action.
- Judgment Action Spend a Fear to make a target Guilty in the eyes of the Seraph’s god until the Seraph is defeated. While Guilty, the target doesn’t gain Hope on a result with Hope. When the Seraph succeeds on a standard attack against a Guilty target, they deal Severe damage instead of their standard damage. The Seraph can only mark one target at a time.
- God Rays Action Mark a Stress to reflect a sliver of divinity as a searing beam of light that hits up to twenty targets within Very Far range. Targets must make a Presence Reaction Roll, with disadvantage if they are marked Guilty. Targets who fail take 4d6+12 magic damage. Targets who succeed take half damage.
- We Are One Action Once per scene, spend a Fear to spotlight all other adversaries within Far range. Attacks they make while spotlighted in this way deal half damage.
A legendary beast of the sea, bigger than the largest galleon, with sucker-laden tentacles and a terrifying maw.
Motives & tactics consume, crush, drown, grapple
- Difficulty
- 20
- Thresholds
- 35 / 70
- HP
- 11
- Stress
- 8
- Attack
- +7 Tentacles · Close · 4d12+10 phy
- Experience
- Swimming +3
Features
- Relentless (3) Passive The Kraken can be spotlighted up to three times per GM turn. Spend Fear as usual to spotlight them.
- Many Tentacles Passive While the Kraken has 7 or fewer marked HP, they can make their standard attack against two targets within range.
- Grapple and Drown Action Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll.
- Boiling Blast Action Spend a Fear to spew a line of boiling water at any number of targets in a line up to Far range. All targets must succeed on an Agility Reaction Roll or take 4d6+9 physical damage. If a target marks an Armor Slot to reduce the damage, they must also mark a Stress.
- Momentum Reaction When the Kraken makes a successful attack against a PC, you gain a Fear.