Archon of the First Dawn
Celestial · no Crown (Meridian)
T5d12Sovereign
A towering humanoid form of solidified dawn-light that illuminates 500 ft with true daylight, compelling truth and paralyzing the evil with guilt. Three are known to exist.
Tier 5 · Role Sovereign · Pool Vigor 11 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 18 | +4 | d8 |
| Fate | 22 | +6 | d12 |
Passives
Living Sunlight
Illuminates 500 ft with true daylight that cannot be dimmed; darkness effects in the radius are dispelled instantly. Undead and creatures of darkness within it take 1 Vigor damage at the start of their turns.
Body of Dawn-Light
Immune to non-magical damage. Advantage on saves against magic. Only a Crown-bearer or a Throne artifact can destroy it permanently.
Virtue Aura
Creatures within 100 ft cannot speak a deliberate lie.
Maneuvers
Virtue Step
The Archon strides up to 40 ft; each creature in its path makes a Heart save (DC 19) or steps aside involuntarily.
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.
Judgment Beam
A 100 ft line of concentrated dawn-light. Each creature in the line makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage. A creature that has committed great evil and fails is also stunned 1 round by guilt.
Tactics
GM tactics
The Archon appears at moments of moral crisis. It illuminates the area with undimmable daylight, and Virtue Aura strips every lie from the room. It clears a path with Virtue Step and burns those who resist with Judgment Beam, which leaves the truly wicked frozen with guilt. It can only be permanently destroyed by a Crown-bearer or Throne artifact wielder.
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 16+ (Cunning 18).
- 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.