Omara the Shadow Cursed

OMARA, THE SHADOW CURSED

Tier 3 Solo
A sanguine hunter of the shadows who calls death her friend. She is dressed in dark clothes and red armor
Motives & Tactics: Drink Blood, cull the weak, kill for sport, keep mobile

Difficulty: 18 | Thresholds: 24/38 | HP: 7 | Stress: 5
ATK: +5 | Sanguine Sword: Melee | 3d10+6 mag
Experience: Ancient Knowledge +3, Hunger For Blood +2

FEATURES

Relentless (2) - Passive: Omara can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Shadow Touched - Passive: Omara critically succeeds on a 19 or 20.

Lightly Armored - Action: When Omara takes physical damage, reduce it by 4.

Blood-Drenched Blade - Action: Make a standard attack against a creature in range. On a success, mark a Stress to empower Omara's blade. It does 3d12 +6 magical damage and you gain a Fear. Omara can only use this feature once per GM Turn.

Shadow Rush - Action: Spend a Fear to teleport to a point within Far range. Make an attack at advantage against a target within Melee Range. On a success, the target takes 2d20 physical damage and must make a Strength Reaction Roll. On a failure the target is knocked back to a point within Far range.

You Cannot Win - Action: Spend 2 Fear to feast on the blood of the wounded. All targets within Close range must make a Strength or Agility Reaction Roll. Targets who have marked HP have disadvantage. Targets who fail mark 1 HP. All targets lose a Hope and Omara clears 1 HP.

Feed Me Your Failure - Reaction: When a PC rolls with Fear within Close range of Omara, they must mark a Stress and you gain an additional Fear.

Hateful Vow (Phase Change) - Reaction: When Omara marks her last HP, replace her with Omara, The Grave Hallowed

Powered by Forestry.md