KING
Beacon Colossus

Beacon Colossus

Construct · no Crown (Meridian)

T5d12Sovereign

A forty-foot featureless humanoid of crystallized light that illuminates 200 ft with true daylight, suppressing darkness creatures and capable of devastating focused light beams.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1410 base + 4 Sense
Vigor9Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense18+4d8
Heart18+4d8
Cunning14+2d4
Fate18+4d8

Passives

Passive

Living Lighthouse

Sheds true daylight in a 200 ft radius that cannot be extinguished. Undead, nullwraiths, and darkness creatures have disadvantage on all rolls within the radius.

Maneuvers

Maneuver

Flash Pulse

Dims to nothing, then flashes blinding-bright. Each creature within 60 ft that can see it makes a Sense save (DC 19) or is blinded for 1 round.

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

Focused Beam

Telegraph · disrupt d6 · Body save

Bends its whole body into an 80 ft line of concentrated light. Each creature in the line makes a Body save (DC 19) or takes 5 damage; on a success, 1 Vigor damage. Flammable objects in the line ignite.

Reactions

Reaction

Radiant Rebuke

When hit by a darkness-based attack, it flares; the attacker takes 1 Vigor damage.

Tactics

GM tactics

The beacon colossus walks a predetermined path, burning away everything that threatens it. It uses Focused Beam against the greatest threat and Flash Pulse when surrounded. It does not hunt -- it simply walks, and anything in its path is illuminated and anything that resists is burned.

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 18+ (Cunning 14).
  • 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.