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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
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.
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
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.
Crown Blast
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.