Monk
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
'Tis an ill and deathly wind that blows tonight. Come, my brother, take shelter in the abbey while the storm rages. By my word, or by my life, you will be safe.
Storyteller cues
Other nightsThe Monk chooses a player. ◦
Jinxes
How to run it (Storyteller)
How to play
- Protect the most information-rich Townsfolk you trust: a confirmed Empath, Undertaker, or Oracle whose death would cripple good's deduction is far more valuable to shield than a role that has already fired.
- Vary your target every night rather than camping on one person — a predictable pattern lets the Demon simply skip that player and kill elsewhere, negating your entire value.
- Do not reveal you are the Monk until you have a read on the Demon, because once evil knows your identity they will farm around you by killing low-priority targets and bide time to nominate your protectee on a day you aren't covering them.
- Use your protection offensively late-game: if you have a strong Demon candidate, protect yourself via the target-swap — no, you cannot protect yourself — instead protect your most trusted player who will vote correctly, keeping your coalition alive through the last day.
- The single most common mistake is announcing each morning who you protected; this immediately tells the Demon who you did NOT protect, handing them a kill list every night.
How to bluff as the Monk
- Claim Monk early and invent a nightly protection log — 'I protected Alice night two, Bob night three' — so you appear to have been actively shielding people; pick players who survived those nights so the claim is unfalsifiable.
- As the real Demon, protect-claim a player you intend to kill, then kill a different player; when that other player dies, you can say 'I wasn't on them last night' and shift suspicion toward the real Monk or toward other Demon guesses.
- Use the Monk bluff to explain away a Minion action: if a Minion poisoned someone and their ability misfired, claim you protected that player, implying the Demon tried and failed rather than that they were poisoned.
- The tell that exposes a fake Monk: if the real Monk is also in the game and both claim the same role, one of you is lying — evil should be ready with a consistent 'I think you're the Spy' deflection or a prepared argument for why the other claimant is the Recluse misregistering.
Key interactions
Monk protection not only blocks the Pukka's nightly kill but also cures an existing Pukka poison on that player, making it the only tool in good's kit that can retroactively save a poisoned player — prioritize protecting anyone you suspect was bitten the previous night.
A Monk-protected player in Al-Hadikhia's trio always lives regardless of their choice, potentially breaking the mechanic where all three die if everyone chooses life; the Storyteller must track this carefully, and as the Monk player you should protect someone in a trio if you know or suspect Al-Hadikhia is in play.
Every time the Demon's kill is foiled by your protection the Mathematician's count rises, giving the Mathematician indirect confirmation that a Monk is active and working — coordinate with the Mathematician quietly to cross-reference nights their number ticked up.
Protecting a Townsfolk who neighbours the No Dashii cleanses that poison for the night, meaning their ability fires correctly — if you suspect No Dashii is the Demon, protect the neighbours of your Demon suspects to generate clean information.
When a Minion dies to Vigormortis and would poison a neighbouring Townsfolk, Monk protection on that Townsfolk blocks the poison entirely for the night, preserving their ability's accuracy — keep this in mind when a Minion has just died.