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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 6 | -2 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 18 | +4 | d8 |
| Cunning | 14 | +2 | d4 |
| Fate | 18 | +4 | d8 |
Passives
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
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.
Focused Beam
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
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.