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    Monstrous Adversaries: Lunar Maddened and Lost Soul

    Happy Halloween, Members!

    Please enjoy these two horror adversaries for Daggerheart, taken from an upcoming Underground Oracle release and by our very own, Kayla Bayens. 

    Lunar Maddened

    Tier 4 Bruiser

    A werewolf who waits too long between changes can be forced into a hybrid shift, turning them into a creature that can only think about who they must devour. Hunched over and standing on two legs, they’re covered in fur with the face and fangs of their wolf form, but their stretched limbs and elongated bodies look unnatural, stuck in the middle of their transformation. 

    Motives & Tactics: Hunt, wild, chase, bite

    Difficulty: 20

    Thresholds: 34/70

    HP: 8

    Stress: 5

    ATK: +4

    Bite:  Melee | 4d8 +3 phy, Claws: Close | 4d6 +3 phy

    Experience: Tracking +3, ignore the pain +2, nocturnal hunter +3

    Features

    Pack Tactics - Passive: If the Lunar Maddened makes a successful standard attack and another Lunar Maddened or wolf is within Very Close range of the target, the Maddened deals an additional 5 physical damage, and you gain a Fear.

    Double Slash - Action: Mark a Stress to make a claws attack against an additional target within Melee range.

    Howl of the Hunt - Action: Spend a Fear to send off a reverberating howl that summons 1d4 dire wolves, who appear at Far range. 

    Freeze or Fawn - Reaction: When the Lunar Maddened makes a successful attack against a PC, you gain a Fear and immediately force all PCs within Close range to make a Presence Reaction Roll. Targets who fail are Vulnerable until they clear a Stress. 

    Rending Bite - Reaction: Mark a Stress to double the damage on a successful bite attack.

    Lost Soul

    Tier 2 Skulk

    A ghost who doesn't remember who they are or how they died. Flickering in and out of view as they struggle with their reality and mortality, they rage at every living thing they see, desperate to express the pain that wracks them. 

    Motives & Tactics: Rage, break, no rest, incorporeal

    Difficulty: 14

    Thresholds: 12/22

    HP: 4

    Stress: 4

    ATK: +1

    Chill Touch:  Melee | 2d6 + 3 mag, Cold Blast: Far | 2d8 mag

    Features

    Incorporeal - Passive: The Lost Soul is able to pass through solid objects and barriers as if they did not exist, unless the Soul is on hallowed grounds.

    Ghost - Passive: The Lost Soul has resistance to physical damage.

    Spirit Shriek- Action: Spend a Fear to force all targets within Far range to make an Instinct Reaction Roll. Targets who fail take 2d10 magic damage and are temporarily Stunned. While Stunned, they can’t use reactions and can’t take any other actions until they clear this condition.