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Void Harbinger

Rating
7
Type
Aberration
Size
Large

A Void Harbinger is something that should not exist in the physical world. Its presence causes space and time to begin breaking down in its immediate vicinity. Spells misfire. Time stutters. Creatures near it lose track of where they are in the sequence of cause and effect. It does not have goals a mortal mind can understand — it simply unmakes.

Fight +6 Reflex +7 Perception +7 Magic +7 Resolve +4
Might +5 Fortitude +6
Physical Defense 6 Elemental Defense 7 AP 3 Move 0m / Fly 14m (hover)
Physical Stress 36 Mental Stress 21 Consequences Mild x2, Moderate x2, Severe x2

Legendary Resistance 3x per scene. Legendary Actions 3x per round:

  • Void Pulse — One creature within 20m makes Resolve defend roll vs Magic +7 or suffers -2 to all rolls until end of its next turn.

  • Phase Shift — Teleports up to 20m to any perceived location.

  • Temporal Rift — One creature makes Resolve defend roll vs 6 or has its next turn delayed by 1 round.

Attacks

  • Void Touch (Fight +6, 1 AP) — 2d8 + 5 necrotic damage (bypasses all Defenses).

  • Reality Tear (Magic +7, 2 AP, range 20m) — Target makes Resolve defend roll vs Magic +7. On failure: displaced 1d4 rounds into the future (misses those turns, reappears at last known position).

  • Mind Shatter (3 AP, 15m radius, once per scene) — Resolve defend roll vs Magic +7. On failure: Mental Stress points equal to margin + 1d6, and gain one random Condition.

Special Abilities

  • Phase Walk — Passes through solid objects freely. Cannot end its movement inside solid matter.

  • Void Presence — All spells and magical effects within 10m have a 50% chance to fail at the GM’s discretion.

  • Unraveling Aura — Creatures ending their turn within 4m make Fortitude vs 6 or have their highest active magical effect immediately ended.

  • Beyond Comprehension — Creatures that look directly at the Harbinger make Resolve defend roll vs 5 or gain Frightened.