Entropy Seraph
Fiend · Crown of Despair
T5d12Sovereign
Six wings of grey ash, a body of dark glass, a halo of fading starlight -- it was beautiful once. You can see the architecture of its original angelic form and how each element has been subtly diminished. It is a masterpiece becoming a ruin, and it does not stop singing.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
Entropy Touch
A creature the seraph strikes must make a DC 19 Body save or something is quietly taken from it: a scar, a learned skill, a cherished memory (GM's choice). What is lost returns only if the seraph is destroyed.
Fading Radiance
Sheds dim grey light in a 30 ft radius. Within the light, all healing is halved.
Creation Vulnerability
Only an act of creation performed in its presence can destroy it for good: building, writing, planting something that will grow. It flees from anyone who begins one.
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.
Hymn of Unraveling
The seraph sings and the world thins. Every creature within 60 ft must make a DC 19 Mind save; on a failure it takes 5 damage and is weakened for 1 round, on a success it takes 1 Vigor damage.
Reactions
Ashen Wings
When struck by an attack, its wings shed a cloud of ash; each creature within 10 ft must make a DC 19 Body save or be blinded until the end of its next turn.
Tactics
GM tactics
Opens with Hymn of Unraveling to thin the whole party at once. Entropy Touch takes something from anyone who closes to melee, and Ashen Wings blinds them for trying. It keeps the fight inside its Fading Radiance so nothing heals. Flees if someone begins an act of creation in its presence, as this is the only thing that can truly end it.
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.