Fear Eater: Difference between revisions

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''Source: Harker's Guide to Vampire Hunting''   
''Source: Harker's Guide to Vampire Hunting''   


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! colspan="6" |Tier 2 Actions
! colspan="6" |Tier 2 Actions
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| colspan="6" |'''Consume Fear.''' The Fear Eater can consume the Fear of a creature whose Fear is equal to or greater than their Fear Threshold. Reach ''Reach 15 ft Natural Weapon.'' +6 vs ANT. '''Hit:''' 19 (2d12+6) psychic and the target is Shaken for 1 minute. The target loses 1d4 Fear and the Fear Eater regains HP equal to double the Fear removed.  
| colspan="6" |'''Consume Fear.''' The Fear Eater can consume the Fear of a creature whose Fear is equal to or greater than their Fear Threshold. ''Reach 15 ft Natural Weapon.'' +6 vs ANT. '''Hit:''' 19 (2d12+6) psychic and the target is Shaken for 1 minute. The target loses 1d4 Fear and the Fear Eater regains HP equal to double the Fear removed.  
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Latest revision as of 10:16, 24 October 2025

Source: Harker's Guide to Vampire Hunting

The fear eater is a shapechanging creature that takes whatever form it believes is most likely to induce fear in its prey. Fear eaters are very hostile, but unlikely to kill their victims, as they feed on the victim’s fears — and while many creatures fear death, they fear nothing once they are dead. Fear eaters are known to stalk their prey for days on end and to attack while they rest. The best defense against a fear eater is to remain calm, as they have little interest in those who do not fear them.

Fear Eater
Monster Level: 10
Large. Eldritch Shapechanger (Psionic)
STR DEX END AWR INT CHA
1 2 2 4 2 3
Ref: 12 Fort: 12 Ant: 14 Log: 12 Will: 13
Armor Rating 12 Resist Blunt 5 Immune Cold, Psychic
Hit Points 70 Senses Blindsight 120 ft
Speed 40 ft Traits Iron Will, Steel Mind, Unerring Mind, Vigilant
Skills (DEX) Sneaking +6
Features
Unsettling Aura. Any creature that starts its turn within 10 ft of the Fear Eater must make DC 15 SAN check or become Frightened until the start of its next turn.

Shifting Form. The Fear Eater takes the form it senses will induce the most fear in its prey. This often begins as an imposing and deadly monster, but as it stalks its prey it might discover clues that would lead it towards more personal fears.

Actions
On each of the Fear Eater’s turns, it may take one of the following sets of actions.
  • Take three Tier 1 actions.
  • Move and take one Tier 2 action.
Tier 1 Actions
Move. The Fear Eater can move up to its speed.

Track. The Fear Eater can track the scent of a creature’s fear. Choose a creature that the Fear Eater can see. If the creature has at least 1 Fear, then for the next 24 hours the Fear Eater instinctively knows which direction will bring them closer to that creature. The Fear Eater can only track one creature at a time.

Pursue. The Fear Eater can move up to double its speed towards the creature that it is tracking.

Invoke Dread (Recharge 5). 40 ft Cone Natural Weapon. +4 vs WILL of each creature in the cone. Hit: 9 (1d10+4) psychic and the creature is Frightened until the start of its next turn. If the creature is already Frightened, it gains +1 Fear.

Terrify. Reach 15 ft Natural Weapon. +4 vs LOG. Hit: 7 (1d6+4) psychic and the target becomes Demoralized until the start of its next turn, and the target gains +1 Fear.

Tier 2 Actions
Consume Fear. The Fear Eater can consume the Fear of a creature whose Fear is equal to or greater than their Fear Threshold. Reach 15 ft Natural Weapon. +6 vs ANT. Hit: 19 (2d12+6) psychic and the target is Shaken for 1 minute. The target loses 1d4 Fear and the Fear Eater regains HP equal to double the Fear removed.