KING
Crown Revenant

Crown Revenant

Undead · no Crown (Meridian)

T5d12Sovereign

The hollow remnant soul of a former Crown bearer, twisted by the Crown's sin into predatory undead that spreads curses of its Crown's corruption.

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

AC148 base + 6 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense22+6d12
Heart20+5d10
Cunning20+5d10
Fate20+5d10

Passives

Passive

Crown Imprint

Immune to its Crown's sin (cannot be deceived, made slothful, and so on). Vulnerable to damage dealt in service of the opposing Throne's virtue.

Passive

Semi-Corporeal

Weapons not wielded in service of the opposing Throne's virtue deal it only Vigor damage as they pass through the hollow remnant.

Maneuvers

Maneuver

Sin-Touch

When its touch hits, the target makes a Heart save (DC 19) or is cursed with the Crown's sin until the next dawn (Deceit: cannot speak truth; Sloth: cannot act with effort).

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

Crown Blast

Telegraph · disrupt d6 · Heart save

The revenant's stolen crown blazes and detonates stored sin in a 40 ft burst. Each creature in it makes a Heart save (DC 19); on a failure it takes 5 damage and is cursed as by Sin-Touch, on a success it takes 1 Vigor damage.

Tactics

GM tactics

The Crown Revenant is drawn to the current Crown bearer. It closes to spread its curse with Sin-Touch, marking as many as it can reach. Crown Blast is a devastating once-per-day attack. It sometimes speaks fragments of warning or lies, and you cannot tell which.

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 15+ (Cunning 20).
  • 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.