KING
Empyrean

Empyrean

Celestial · no Crown (Sacred)

T5d12Sovereign

Titanic children of gods, empyreans wield storms, their moods shaping mortal destinies.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + 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
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate22+6d12

Passives

Passive

Spellcasting (storm-birthright)

A demigod child of the heavens, the empyrean commands weather and lightning by birthright; the weather within a mile mirrors its mood, joy bringing sunshine and wrath bringing black storms.

Passive

Titanic

A colossus. Cannot be knocked prone or moved by smaller creatures, and has advantage on saves against spells.

Maneuvers

Maneuver

The Laying on of Hands (1/day)

Touches a creature. It regains all its Vitality and is cured of all conditions.

Maneuver

Thunderbolt

Lightning erupts from its hand in a 60 ft line. Each creature in the path makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage.

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

Storm of Vengeance

Telegraph · disrupt d6 · Body save

It raises its arms and the sky answers. Black clouds spiral over a point it can see within 600 ft; every creature beneath makes a Body save (DC 19): on a failure it takes 5 damage and is knocked prone, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Attempts diplomacy first, asking for the quarrel to end before it begins. If provoked, unleashes Thunderbolt from extreme range and calls a Storm of Vengeance down on anyone who clusters. Lays hands on a fallen hero when moved to mercy. Its mood shifts the battlefield's weather.

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.