KING
Ash Colossus

Ash Colossus

Elemental · no Crown (Meridian)

T5d12Sovereign

A two-hundred-foot walking apocalypse of ash and dying light, the ongoing destruction of Ash's Celestial world compressed into a humanoid shape, erasing progenitor heritage from everything in its path.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 30  ·  AC 14  ·  ATK +10  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor9Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+10d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit20natural 20 only
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind6-2-d3
Sense22+6d12
Heart18+4d8
Cunning8-1-d3
Fate20+5d10

Passives

Passive

Death of a World

Within 500 ft the sky darkens, the temperature drops, and all progenitor-light dims to nothing. Healing within 200 ft is halved.

Passive

Light Consumption

Regains 1 Vigor at the start of its turn by drinking ambient light. It cannot regain Vigor in total darkness.

Maneuvers

Maneuver

Ash Stride

The colossus walks up to 20 ft; everything in its path turns to ash and the ground it crosses becomes difficult terrain.

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.

Declaration

Ash Breath

Telegraph · disrupt d6 · Body save

An 80 ft cone of annihilating grey particles. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage. A creature the breath kills is burned to ash, erased from its progenitor-line.

Tactics

GM tactics

The Ash Colossus walks and everything dies. It does not target individuals. It breathes Ash Breath against groups and simply walks through them with Ash Stride when surrounded. Death of a World and its light-drinking make prolonged fights increasingly hopeless. The only counter is overwhelming radiant force applied quickly.

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 20 only (Cunning 8 does not widen the range).
  • 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.