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Head VampireCore

Adversary

Leader — Tier 3

A captivating undead dressed in aristocratic finery.

Motives and Tactics: Create thralls, charm, command, fly, intimidate

Difficulty

17

Damage Thresholds

22 / 42

Hit Points

6

Stress

6

Attack Bonus

+5

Weapon

Rapier (Melee)

Damage

2d20 +4 Physical

Experiences: Aristocrat +3

Features

Terrifying - Passive

When the Vampire makes a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

Look into My Eyes - Passive

A creature who moves into Melee range of the Vampire must make an Instinct Reaction Roll. On a failure, you gain 1d4 Fear.

Feed on Followers - Action

When the Vampire is within Melee range of an ally, they can cause the ally to mark a HP. The Vampire then clears a HP.

The Hunt Is On - Action

Spend 2 Fear to summon 1d4 Vampires, who appear at Far range and immediately take the spotlight.

Lifesuck - Reaction

When the Vampire is spotlighted, roll a d8. On a result of 6 or higher, all targets within Very Close range must mark a HP.

Cards

Adversary
Head Vampire

Leader — Tier 3

Hit Points 6 · Difficulty 17

A captivating undead dressed in aristocratic finery.

Core

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