Crown-Moon Parasite
Aberration · no Crown (Meridian)
T5d12Major
A mass of semi-solid darkness that drips from the sky on nights when the Crown-Moons hang heavy, drawing power directly from the Moons and doubling in might when its Moon is visible.
Tier 5 · Role Major · Pool Vigor 7 / Vitality 10 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 6 | -2 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 16 | +3 | d6 |
| Fate | 18 | +4 | d8 |
Passives
Moon-Fed
While its Crown-Moon shines on it, the parasite regains 1 Vigor at the start of its turn. Out of the Moon's light its attack rolls have disadvantage and it cannot use Engulf; on moonless nights it hides.
Maneuvers
Sin-Ray
When its ray hits (range 80 ft), the target makes a Heart save (DC 19) or is marked by the Moon's sin (Wrath: lashes out at the nearest creature; Apostasy: weakened), save ends at the end of its turns.
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.
Engulf
Moon-lit only. The parasite billows out to swallow a 20 ft cube of space in dripping darkness. Each creature inside makes a Body save (DC 19); on a failure it takes 5 damage and is restrained within the mass (save ends), on a success it takes 1 Vigor damage.
Reactions
Moon Shield
When hit while its Moon shines on it, the parasite drinks moonlight and reduces the damage taken by 1.
Tactics
GM tactics
The Crown-Moon parasite is devastating when its Moon is overhead and pathetic when it is not. It times attacks for moon-rise, fighting aggressively under moonlight and hiding when the Moon sets. The strategy against it is to fight on moonless nights or force it into enclosed spaces where moonlight cannot reach.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 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 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.