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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
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.
Titanic
A colossus. Cannot be knocked prone or moved by smaller creatures, and has advantage on saves against spells.
Maneuvers
The Laying on of Hands (1/day)
Touches a creature. It regains all its Vitality and is cured of all conditions.
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.
Storm of Vengeance
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.