Oracle of Doom
Solo — Tier 4
A towering immortal and incarnation of fate, cursed to only see bad outcomes.
Motives & Tactics: Change environment, condemn, dishearten, toss aside
Difficulty: 20 | Thresholds: 38 / 68 | HP: 11 | Stress: 10
ATK: +8 | Psychic Attack: Far | 4d8 + 9
Experience: Boundless Knowledge +4
Features
Terrifying - Passive: When the Oracle makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
Walls Closing In - Passive: When a creature rolls a failure while within Very Far range of the Oracle, they must mark a Stress .
Pronounce Fate - Action: Spend a Fear to present a target within Far range with a vision of their personal nightmare. The target must make a Knowledge Reaction Roll. On a failure, they lose all Hope and take 2d20+4 direct magic damage. On a success, they take half damage and lose a Hope.
Summon Tormentors - Action: Once per day, spend 2 Fear to summon 2d4 Tier 2 or below Minions relevant to one of the PC’s personal nightmares. They appear at Close range relative to that PC.
Ominous Knowledge - Reaction: When the Oracle sees a mortal creature, they instantly know one of their personal nightmares.
Vengeful Fate - Reaction: When the Oracle marks HP from an attack within Very Close range, you can mark a Stress to knock the attacker back to Far range and deal 2d10+4 physical damage.

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