AdversariesTier 4

Death-Sun Hierophant

  • Adversary
  • Solo
  • Tier 4

Appears in: Undead, Fire, Cults and Rituals, Boss Fights

Death-Sun Hierophant

HP
7
Stress
5
Difficulty
19
Attack
+4

Ashen Scepter: 3d8+4 mag

Aura of Blight. Any creature that starts its turn within Close range must succeed on a Presence Reaction Roll (16) or mark a Stress from searing visions.

Sunfire Invocation. Spend a Fear to call down a black sunburst. All creatures within Far range must succeed on an Agility Reaction Roll (18) or take 4d8+6 magic damage and become Vulnerable until they clear a Stress.

Burning Sermon. Mark a Stress to chant words of flame. One creature within Far range must succeed on a Presence Reaction Roll (16) or lose a Hope and take 2d8+4 magic damage.

Blazing Resurrection. When reduced to 0 HP, the Hierophant’s bones ignite. On a d6 roll of 5+, it reforms with 3 HP, cloaked in fire, and deals 2d8 magic damage to all within Close range.

How to run

How to run Death-Sun Hierophant

Death-Sun Hierophant is a tier 4 solo for Daggerheart. Drop it into any fitting scene; the statblock above is free to add to your compendium in the app, and the one-shot below gives you somewhere to run it.

Story hooks

Where it begins

  1. 1

    Villagers dream of sermons in a tongue they never learned, waking with burned lips.

  2. 2

    A ruined temple glows at dusk with a second, blackened sun above it.

  3. 3

    Pilgrims chant that only fire cleanses, and their eyes gleam like coals.

The one-shot75-90 min

The Black Sun Rises

The party must stop the Death-Sun Hierophant from completing its ritual to usher in an eternal dusk, fighting through cultists and fire elementals in a ruined temple as the blackened sun rises above the altar.

The Ruined Temple

You approach the ruined temple where the Death-Sun Hierophant preaches its doom, the structure glowing at dusk with a second, blackened sun above it. The air is thick with the scent of ash and burning flesh, and you can hear the chanting of cultists echoing from within. The temple's walls are etched with burning runes that seem to writhe and pulse with malevolent energy. The cultists have been preparing for this moment, and they will not let you interfere with their master's ritual. You must fight your way through the temple to reach the altar where the Hierophant awaits.

The party enters the ruined temple where the Death-Sun Hierophant is conducting its ritual to usher in an eternal dusk. The cultists are fanatically devoted to their master and will fight to the death to protect the ritual. The temple itself is a dangerous place, with burning runes and fire elementals that have been drawn to the Hierophant's power. The party must navigate the treacherous temple while fighting off the cultists and their elemental allies. The temple's corruption creates opportunities for both discovery and danger, and the party must work together to reach the altar.

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