KING
Eclipse Panther

Eclipse Panther

Beast · no Crown (Meridian)

T5d12Major

A horse-sized feline that actively emits darkness the way the sun emits light, capable of suppressing all light in a 60 ft radius and creating monochromatic hunting zones.

Tier 5  ·  Role Major  ·  Pool Vigor 7 / Vitality 10  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC1410 base + 4 Sense
Vigor7Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning20+5d10
Fate18+4d8

Passives

Passive

Total Eclipse

Suppresses all light within 60 ft at will, pooling absolute darkness around itself. It sees perfectly in its own dark and is immune to blinded; creatures fighting inside the eclipse attack at disadvantage.

Maneuvers

Maneuver

Darkness Shift

Flows up to 50 ft, carrying its eclipse with it and swallowing new ground in darkness.

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

Eclipse Pounce

Telegraph · disrupt d6 · Body save

Erupts from its own darkness onto one creature. Body save (DC 19): on a failure the target takes 5 damage and is knocked prone and grabbed under its weight; on a success the target takes 1 Vigor damage.

Reactions

Reaction

Darkness Surge

When hit, its eclipse swells 30 ft wider until the start of its next turn, drowning nearby enemies in darkness.

Tactics

GM tactics

The eclipse panther drowns the ground in Total Eclipse, then hunts inside it where only it can see. Darkness Shift carries the dark onto anyone who brings their own light, and Eclipse Pounce takes whoever is caught alone. It never fights in full light if it can avoid it.

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 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.
  • 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.