#Monster #N2 #Nemesis #Slenderman
## Intro
>One day, a lonely man came home and found his long, lonely hours no longer troubled him. In fact, he could not remember them at all. Each day, he left home with a chilling ache in his bones and no memory of the day before. One day, he came home to find that he was not alone, after all. Then he was gone.
## Nemesis (Skip Hunt)
Departing survivors do not have a Hunt Phase. Instead, select the Slenderman's monster level from the table and set up the showdown accordingly.
| Lantern Year | Monster Level |
| :----------: | :-----------: |
| 1 - 10 | Level 1 |
| 11 - 18 | Level 2 |
| 19+ | Level 3 |
## AI Deck:
### Instinct:
>**Amnesia**
>Remove the Slenderman from the showdown board. All survivors gain +1 insanity. The monster will remain removed from the showdown board until a card or effect returns it.
### Level 1:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 1 | 8 | 4 | 0 | 6 | 11 | +0 | +0 |
- S: Ensnare
- S: Gloom
- S: Madness Inversion
### Level 2:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 2 | 8 | 6 | 1 | 6 | 13 | +1 | +1 |
- S: Ensnare
- S: Gloom
- S: Madness Inversion
- +1 Accuracy token
### Level 3:
| Level | B | A | L | Mov | Tgh | Spd | Dmg |
| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
| 3 | 10 | 8 | 2 | 6 | 17 | +2 | +2 |
- S: Ensnare
- S: Gloom
- S: Madness Inversion
- S: Hounds
- S: **[[Indomitable]]**
- +2 Accuracy tokens
- +1 Luck token
## Showdown Setup
![[Slenderman Graphic Board.png]]
### Terrain & Deployment
- 1 Stone Column terrain card, (3 columns) placed in the yellow spaces.
- 1 Bug Patch terrain card, placed in the purple space.
- 1 random terrain card, set up normally.
- Place the Slenderman in the center (red) of the board.
- Place survivors in the corners of the board (blue).
- **Set all survivors' insanity to 0**.The survivors are defending their home. They go first.
![[KDM 2x2 Blind Spot.png]]
## Aftermath
### Victory
No one remembers, do not gain Hunt XP.
- +1 Weapon Proficiency (if eligible)
- + **Rewards**
If the settlement does not already have it, gain the [[Dark Water Research]] innovation. Roll 1d10 and add the Slenderman's level to the result. The group gains any listed resources or gear. Add them to the settlement's storage.
| 1d10 | Reward |
| ------- | --------------------------------------------------------------------------------------------- |
| 1 - 3 | Fading gurgle. The bewildered survivors find themselves standing outside the settlement. |
| 4 - 6 | Soaked. Gain 1 Dark Water strange resource |
| 7 - 9 | A glint on sodden ground. Gain 1 Dark Water strange resource and 1 **Iron** strange resource. |
| 10 - 12 | A murky pool. Gain 2 Dark Water strange resources and 1 Iron strange resource. |
| 13+ | Fading memory of fortune. A **Black Skull Phoenix** resource lays at the survivors' feet. |
If the settlement has Face Painting when they defeat a level 3+ Slenderman, nominate a survivor. They paint their face to resemble the fading memory of the Slenderman and gain the [[Forgettable]] ability.
![[Forgettable]]
### Defeat
The survivors left, never to return. No one remembers.