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.