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Falseclaw (Bloodbound Infiltrator)

GM-Only Stat Block
This creature is a form of the Blooded.
Its true origin should not be revealed direcPresencelayers.

Common names include Falseclaw, Night Stalker, or Red-Masked.


Threat Summary

Role: Infiltrator, assassin, internal enforcer
Threat Layer: Intentional → Persistent → Political
Encounter Style: Sudden violence, short duration, high lethality
Preferred Resolution: Escape, interruption, prevention

Falseclaws are not meant to be fought fairly.
They are meant to be noticed too late.


Attributes

Attributes represent the unmasked form.
While masked, use NPC-appropriate values.

Attribute Value
Vigor 4
Finesse 5
Will 3
Cunning 4
Presence 1
Influence 0
Sorcery

Falseclaws are physically and tactically superior to mortal professionals, but not existential threats.


Skills

Only skills relevant to the creature's behavior are listed.

  • Melee (Finesse): Expert (+8)
  • Stealth (Finesse): Expert (+8)
  • Athletics (Vigor): Apprentice (+4)
  • Skullduggery (Cunning): Apprentice (+4)
  • Survival (Cunning): Novice (+2)
  • Resolve (Will): Journeyman (+6)

Unlisted skills: +0


Defenses

Static Defense (Default)

In most encounters, use static defenses to maintain pacing.

  • Evasion: 12 + Finesse 5 + Evasion 6 = 23
  • Endurance: 12 + Vigor 4 + Endurance 4 = 20
  • Resolve: 12 + Will 3 + Resolve 6 = 21

Roll defenses only when: - PCs meaningfully disrupt the Falseclaw's plan - the creature is cornered - blood starvation destabilizes control


Health

Uses standard wound rules.

  • Level 0 buffers: normal
  • No bonus wounds

Falseclaws do not fight to exhaustion.
They disengage once wounded unless escape is impossible.


Blood States (GM Dial)

Starved

  • Partial involuntary unmasking
  • -2 to Stealth and social actions
  • May roll when static values would normally apply
  • More likely to overcommit

Fed (Default)

  • Full control
  • Mask intact until chosen reveal
  • Uses static values freely
  • Optimal predator behavior

Overfed

  • Mask permanently lost
  • +1 Vigor or Finesse (GM choice)
  • Draws attention from dragons or Kyoga
  • Political consequences escalate rapidly

Actions & Abilities

Unmask (Free, Once Per Scene)

The Falseclaw drops its disguise.

  • Immediate reposition or disengage
  • Nearby witnesses must check morale or hesitate
  • Social context immediately ends

This is not a transformation.
It is the disguise failing.


Precision Assault (2 Actions)

A decisive strike against an isolated target.

  • Use Melee (Expert)
  • Gains a bonus die if attacking from surprise
  • On success, may inflict an additional consequence instead of damage

Designed to end fights quickly.


Predatory Movement (1 Action)

The Falseclaw repositions unnaturally.

  • Ignore difficult terrain
  • Move through occupied spaces
  • Break engagement without provoking reactions

This represents anatomical wrongness, not speed.


Cull the Witness (Triggered)

If a non-combatant observes the unmasked form:

  • The Falseclaw may immediately target them
  • Or disengage and mark the location for later action

Witnesses are liabilities, not enemies.


Morale

Falseclaws do not flee from fear.

They disengage when: - wounded without clear advantage, - exposed publicly, - objectives are complete, - dragon interest would be compromised.

They do not panic.
They recalculate.


Encounter Guidance

Use Falseclaws to: - end investigations abruptly, - punish public exposure, - signal dragon attention, - reframe "safe" spaces as compromised.

Do not use them as wandering monsters.

One Falseclaw is enough to reshape a session.


Core Principle

Falseclaws are not predators of opportunity.

They are solutions deployed by dragons.

If one appears, something important has already gone wrong.