Angel (Solar)
Celestial · no Crown (Sacred)
T5d12Sovereign
Pinnacle of angelic might, solars loose deadly arrows and resurrect fallen heroes, guardians of cosmic balance.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 20 | +5 | d10 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Spellcasting (empyreal litanies)
The solar sings the highest litanies of heaven, its word healing the dying, raising the fallen, and loosing holy fire across the field. It flies at 150 ft, knows when it hears a lie, and has advantage on saves against spells.
Legendary Resistance (3/day)
When the solar fails a save, it may choose to succeed instead.
Maneuvers
The Laying on of Hands (3/day)
Touches a creature: it removes 1 wound and is cured of all curses, diseases, and poisons. Once per day this touch may instead return to life a creature dead no more than a day.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Holy Fire
Unfurls its wings in a blaze of holy fire. Each enemy within 60 ft makes a Fate save (DC 19): on a failure it takes 5 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.
Reactions
Death Ward
When an ally within 30 ft would be driven past its last Vitality, the solar speaks a warding litany and the blow deals 1 Vigor damage instead. Once per combat.
Tactics
GM tactics
Opens with Holy Fire to blind and burn every enemy in reach. Looses its slaying arrow at the most dangerous foe. Pulls allies back from the brink with The Laying on of Hands and Death Ward. Fights with absolute conviction and retreats only on divine command.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 15+ (Cunning 20).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.