
Roles For Shadows of Leão Game
Roles For Shadows of Leão Game
Iron Heart Codex Role Summary Page
Check out the role types to see how things differ from the Mafia you know!
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All Available Roles with quick summaries are listed below
Detailed descriptions can be found further or by searching


Shadow Council (Evil):
Ravagers:
Nyxis
Starting Night 2, choose a player. They die. If you choose yourself, a minion becomes Nyxis.
Brewski
Starting Night 2, choose a player. They die. One neighbor becomes delirious.
Harrower
Starting Night 2, choose 3 players. Each silently choose whether they live or die. If all choose to live, they all die.
Shadow Council Members:
Evil Heir
If the Ravager is eliminated, you immediately assume their role.
The Manipulator
Each night, choose one player. They become delirious.
The Soul Collector
Each night, following a Ravager caused elimination, learn the exact role of the eliminated player(s).
The Watcher
Each night, you may view the Architect’s Codex
Isleborn Citizens (Good):
Influencers
Coroner
Each night, you learn the role of one player who died that day
Crazy Ol’ Ruckus
Begin the game believing you're the Ravager but you are not. The Ravager knows who you are & who you choose at night.
Echolyn The Wailer
If killed by the Ravager, you may nominate twice per day and vote twice per nomination while dead.
Elder of Leão
If eliminated, all Isleborn Citizens lose their active abilities for the rest of the game.
Flicker
If investigated, your role and alignment appear as something random—good, evil, or neutral.
Frostbite Hunter
Each day, you’ll be alerted if a Shadow Council member is seated directly beside you—but not who it is.
Golem
You cannot be killed at night.
Iron Heart Nurse
Each Night, choose a player to protect from elimination
Journalist
Each night, choose two players. You’ll learn whether they’re on the same team or not.
Maid
You begin the game knowing one of two players holds a specific Unbound role.
Nosey Neighbor
You begin the game knowing one of two players holds a specific Citizen role.
Petty betty
If you’re eliminated, you may immediately choose one player to die with you
Rough Around the Edges Ralph
If investigated, you appear evil. You’re affected by both the penalties and benefits meant for the Shadow Council.
Super Saint
Once per game, if voted out, you survive and your nominee & a player who voted for you. If killed at night, the nearest Citizen to your right dies instead.
Titan, Warden of Leão
Each night, choose 2 players, you learn if either is a Ravager. There is a Citizen that registers as a Ravager to you.
Toussaint
Once per game, if a Citizen nominates you, they are instantly eliminated
Werelion
Once per game, publicly choose a player. If they are a Ravager, they die.
Unbound:
The Channeler
On Night 3, channel a ghost’s ability and adopt their alignment. On Night 5, channel again or choose a new ghost—this locks in your final alignment.
Fates of Death
On Night 1, each of you marks one player for death. If all three marked targets die, your team wins instantly. If none die by Night 4, you may eliminate one player together.
Scaredy Cat
Once per day, you may try to kill one of your neighbors—but only if the other agrees. If both agree, you choose who dies.
Hollow Widow
If you’re among the last five players, you secretly join the weaker faction.
Wanderer:
Andy The Huntress
After the first vote each day, you may attempt to kill one player who voted—if your aim is true, they die instantly.
Bruja
Once per game, you may hex a player. If they’re ever nominated, they die instantly
Delilah Drift, The Doppelganger
On Night 1, choose any unused role and gain its ability.
Orpheus
Once per game, you may remove any status effect—including death—from another player. They recover immediately.
The Politician
Once per night, choose a player (not yourself); their vote counts as 3 the next day
Prometheus
Once per game, shield a player from all harm for one night. The next day, they must publicly reveal a powerful truth—or face a penalty.
Iron Heart Codex Role Summary

Ravagers
Special Ability: Night’s Kiss
Each Night, starting Night 2, you may choose one player to eliminate. They die immediately.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you kill yourself, a Shadow Council member assumes your role.
If you die, the game ends and the Isleborn Citizens win unless you kill yourself. The new Nyxis does not act the same night but is now the Nyxis. Starting night 2 they begin to choose a player to eliminate.
Special Ability: Twilight Trial
Starting night 2, Each night, The Harrower selects three players (alive or ghosts). One by one, each is woken and asked without speaking to thumbs up/nod to stay alive or thumbs down/shake their head to die.
If any choose to die, those players die (or remain dead).
If all three choose to live, all three are executed.
If a ghost chooses to live, they resurrect if someone else chooses to die.
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you die, the game ends and the Isleborn Citizens win.
Special Ability: Round on the House
Each Night, starting Night 2, you may choose one player to eliminate. They die immediately. Then, one of the two Isleborn Citizen neighbors seated to your left or right becomes Drunk until the following day, causing their ability to malfunction or provide false results. (If neither neighbor is an Isleborn Citizen, no one is affected.) Depending on game mode, either the Architect or the Ravager chooses which neighbor is affected
As a Ravager, you learn three not in play character bluffs.
Night 1, learn who your Shadow Council member are.
If you die, the game ends and the Isleborn Citizens win.

Shadow Council Members
Special Ability: Inheritor of the Hunt
If the Ravager is eliminated, you immediately assume their role and become the new Ravager. You gain full killing power that same night. Your new identity is kept secret unless you choose to reveal it.
Passive Ability: In Sheep’s Clothing
While you are not yet the Ravager, you appear as Isleborn Citizen to investigative roles (e.g., Titan, Watcher, Avatar). This false innocence is shattered the moment you ascend.
Special Ability: Twisted Strings
Each night, the Manipulator targets one player to become delirious. This status causes the target’s ability to malfunction or produce false results during the following day/night cycle.
Investigators may receive false reads.
Nurses may fail to protect.
Killers may miss or hit the wrong target.
Any action may backfire or be misdirected.
The Game Master determines how the failure manifests, but the affected player will not know they were influenced unless it becomes evident through results.
Special Ability: Whisper of Death
On Night 1, you learn who the Ravager is and imbue them with Whisper of Death.
Each time the Ravager eliminates a player, that victim is marked with your spectral signature.
If the kill is not prevented or saved by the end of the night, you will wake just before dawn and hear the Whisper of the Fallen, learning the exact role of the victim (via the Architect).
If multiple Ravagers exist, you may bestow Whisper of Death on only one. If the chosen Ravager performs multiple kills, you learn the role of every marked victim.
Important Notes:
– If the kill is saved (e.g., by a Nurse or other ability), you learn nothing.
– If the victim is revived by the Sorcerer, you still learn the role because death occurred.
– If you die, Whisper of Death ends immediately and no further information will be revealed, even if previous victims were marked.
Special Ability: Omniscient Oversight
Each Night, The Watcher is shown the Architect's Codex and learns the identity and role of every player in the game. They are privy to all moves if noted clearly in the Codex.

Influencers: Informants
Special Ability: Final Report
Each night, you are are shown the role of one player who died or was eliminated during the previous Day Phase.
If only one player died or was eliminated, you are told their exact role.
If multiple players died or were eliminated, the Architect selects one of them at random and shows that role to you. You do not know which player the role belongs to for certain.
If you are drunk, delirious, or stupefied on the night you receive this information, the result will be incorrect.
Special Ability – Frostbite Traps:
Each night, before going to sleep, the Frostbite Hunter lays specialized ice traps.
At night after all night activities are complete, if the next living player to your right or left is part of the Shadow Council (Evil), your trap will trigger.
The Architect will wake you before the night is over to alert you of this.
The identity of the trapped player is not revealed
Special Ability: Peeking Through the Blinds On Night 1 only, Miss Mary is awakened and told that one of two players is a specific Isleborn Citizen role. The Architect chooses the two players and the role. Miss Mary must rely on intuition, whispers, and neighborly charm to figure out who s genuine.
Special Ability: Press Inquiry
Each nigh choose two players to investigate. The Architect will give:
Thumbs Up - The two players are on the same team.
or
Thumbs Down - The two players are on different teams.
Special Ability: Royal Insight
Each night, choose two players. The Architect will tell you whether one of them is the Ravager (yes or no). You will not learn which one, only whether the Ravager is among them.
Passive Ability: Misjudgment
One Isleborn Citizen will always register as a Ravager to you. This is chosen secretly by the Architect at the start of the game. Even if you pair that player with someone else, they will always create a yes result when tested.
This reflects the Warden’s human fallibility, despite their powerful reputation.
Special Ability: Whispered Clue
At the beginning of the game, you are told that one of two players holds a specific Chaotic Influencer role.
The Architect will tell you the two players and the role, but not which one holds it. You must use deduction, observation, and discussion to figure out which one it is.

Influencers: Protectors & Specialists
Special Ability: Divine Radiance
Once per night, the Solaris Healer may shield one player with divine light, protecting them from death, poisoning, or harmful status effects.
You may not heal a player consecutive nights in a row
You may not heal yourself
Passive Ability : Legacy of Wisdom
As long as the Elder is alive, all Isleborn Citizens retain their abilities. If the Elder dies, all Isleborn Citizens immediately lose their active abilities for the rest of the game.
Passive Ability: Righteous Reckoning
Once per game, if Toussaint is nominated by a Citizen, the nominating player is immediately eliminated.
No further nominations or eliminations may be made that day. The Town Meeting ends immediately.
Passive Ability – Final Retribution:
If Super Saint is successfully banished during the day by a town vote, a celestial force intervenes:
They do not die. Instead, they are touched by an angel and granted a second life.
However, two players are immediately banished in their place:
The person who nominated them.
The nearest person to their right who also voted against them.
Passive Ability: Neon Mirage
If Flicker is investigated by any role, their alignment and role appear as something random : it can show as good, evil, or neutral. This only affects investigation results; it does not block night kills, nominations, or votes.
Passive Ability: Unbreakable Form
You are completely immune to night-killing attempts. If targeted for elimination at night, you survive without taking any damage. However, you are still vulnerable to daytime voting, investigative roles, and other status effects

Influencers: Chaotic Influencers
Passive Ability : Ravager s Ruse
You start the game believing you are the Ravager.
Night 1, the Architect wakes you and shows you 1-3 players, falsely identifying them as your Shadow Council.
The true Ravager is secretly shown: Their actual Shadow Council
You as the true Crazy Ol: Ruckus
Special Ability: Delusion of Grandeur
Each night starting Night 2, you wake and choose one player to eliminate,: believing you are the Ravager. Your action has no effect you do not kill anyone. The true Ravager is informed of your targets each night.
Special Ability: Banshee’s Blessing
If you are killed by the Ravager, your vengeful spirit awakens with supernatural force.
You may nominate twice per day while dead.
You may vote twice per nomination, using both hands.
You do not need a vote token to vote while dead.
This ability does not activate if you die by any means other than the Ravager (e.g., banishment or assassin).
If you are protected or redirected and do not die from the Ravager’s attack, the ability does not trigger.
When activated, the GM should announce: The Wailer has awakened.
Special Ability: Day of Reckoning
Once per game, during the Day Phase, the Werelion may stand and publicly proclaim their belief that they have identified the Ravager.
They must strike one player by name:
If the chosen player is the Ravager, they die immediately, regardless of protection or role.
If the chosen player is not the Ravager:
They survive, but lose all abilities for one full day and night cycle.
If they had any form of protection, it is nullified during the upcoming night. They are completely vulnerable to elimination.
This ability cannot be undone once declared. The Werelion may only strike once.
Passive Ability: Buy One, Get One
If Petty Betty is eliminated — whether by night attack or daytime vote — she may immediately choose any player to take down with her.
The selected player dies alongside her, no matter their role or alignment. Betty makes her choice right before removal, ensuring she gets the last word (and the last hit).
Passive Ability: Misaligned Aura
Ralph is a citizen through & through but if Ralph is investigated, he appears as a Shadow Council member or Ravager (whichever is more beneficial based on the Architect’s discretion). He suffers the same negative effects as the evil team when roles or effects target them specifically. However, he also benefits from any boons granted to evil players, i.e. Brewski’s drunk effect.

Unbound
Special Ability: Borrowed Breath
On Night 3, you may
Choose one dead player and channel their ability as your own.
When you do, you adopt their alignment.
On Night 4, you are protected from Death & Silence
On Night 5, you may:
Channel the same ghost from Night 3 again—this locks in their alignment permanently.
Choose a second ghost—you gain their ability and their alignment becomes your permanent alignment.
Note: You may only use the channeled ability once. It does not refresh across nights.
Special Ability – Thread of Death
On Night 1, the three Fates wake together and each secretly marks one player as their Thread of Death.
No two Fates may mark the same player.
These marks are permanent and undetectable.
The marked players may be of any alignment.
Passive Ability – Inevitable End
If all three marked targets die at any point during the game — by vote, attack, poison, or other means — the Fates immediately win, regardless of how many players remain.
If Night 4 begins and:
All three Fates are still alive, and
None of their marked targets have died,
The Fates awaken and may unanimously eliminate one player.
Each Fate may not vote to eliminate their own chosen target.
This can only happen once, and is lost if even one Fate dies before Night 4.
Passive Ability: Lonely Thread
If Hollow Widow is among the last five players alive, she automatically switches alignment to whichever faction (good or evil) is weaker in number. This switch is silent : no announcement is made. If the factions are tied, she remains Unbound until one side becomes numerically weaker.
Special Ability: Coward's Clause
Once per day, you may attempt to kill one of your two living neighbors—but only if the other living neighbor agrees.
Your neighbors are the two living players directly next to you (one clockwise and one counter-clockwise). Dead players are skipped.
You must clearly declare your intent to use your ability. The Architect (Game Master) must be present to witness and confirm any agreement.
If one neighbor agrees, the other dies immediately.
If both neighbors agree to kill the other, you must choose who dies.
If neither agrees, the ability fails and cannot be used again until the next day.
Once your ability is used (even if the target survives due to protection), you may not use it again that day.
You may use persuasion, guilt trips, or emotional appeals to gain agreement—but cannot use bribes that break game rules (e.g., sharing role cards).

Wanderer
Special Ability: Final Shot:
Every day, after a vote is tallied, you may choose any player who voted in that day's vote and throw a rock at them. If the rock hits, that player dies immediately, taking them out of the game.
Rules & Limits: This ability triggers only once per day and only after the first vote count is revealed. Andy must select from players who actually cast a vote, regardless of target. The kill takes place instantly after voting, and the player is removed before discussion resumes. If Andy is blocked or eliminated before this, the ability cannot be used that day.
Special Ability: Majority Mover
Each night, choose a player (not yourself): their vote will count as 3 votes the next day. The chosen player’s vote counts as three every time they vote that day. If The Politician dies or is exiled, the empowered player immediately loses the triple vote.
When supporting exile nominations, the chosen player's vote only counts as 1, as exile mechanics ignore all vote-altering abilities.
The GM counts votes aloud around the circle. Everyone will know who has the triple vote, though The Politician s identity remains hidden unless exposed.
Special Ability: Doomed Hex
Once per game, you may hex one player. That player is marked by a curse.
⚠️ If the marked player is ever nominated by anyone, they are immediately eliminated, bypassing all protections, healing, or saving abilities.
The hex remains active until it’s triggered — it does not expire.
Special Ability : Gift of Fire (Once per game)
Choose a player during the night. That player:
Becomes immune to all forms of elimination & status effects that night, including poison, silence, and direct attacks. The next day, they are compelled to speak, even if normally restricted (e.g., silenced or frozen). They must reveal a previously unknown, undeniable truth that could sway the course of the game. Valid truths may include:
Their true role, if it hasn’t been publicly claimed
The confirmed role or alignment of another player
A clear fact they’ve witnessed or learned (e.g., X visited Y and Y died,: I saw someone protect Z,: etc.)
The truth must be impactful and previously unknown. Repeating obvious or already public knowledge is not allowed.
Failure to Comply Results In Penalties (Architect s Choice): If the chosen player refuses, lies, or fails to deliver a meaningful truth, the following may occur:
Loss of vote for the day
Temporary or permanent loss of their ability
Immediate death for defying the Flame
Special Ability: First Light, Final Form
On the first night she enters the game, Delilah awakens alone and selects any unused role from the deck, regardless of alignment. She permanently inherits that role s ability.
Afterward, she or the Architect chooses her alignment Isleborn, Ravager, Silver Fang, or Unbound (if appropriate). Her copied ability and chosen alignment are kept secret from the rest of the players.
Special Ability – Echo of the Lyre
Once per game, at any time (day or night), Orpheus may lift a single status effect — poison, delirium, stupefaction, influence, freeze, silence, or even death — from any player, excluding themself.
If undoing death, the player returns immediately at full capacity.
This ability overrides all protection and immunity mechanics.
May not be used in response to exile or voluntary exits.