KING
Furnace Colossus

Furnace Colossus

Construct · no Crown (Meridian)

T5d12Sovereign

A thirty-foot humanoid giant of fused stone and metal with a miniature sun burning in its chest, radiating lethal heat and capable of devastating cone blasts.

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

AC1411 base + 3 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind5-3-d4
Sense16+3d6
Heart16+3d6
Cunning12+1d3
Fate14+2d4

Passives

Passive

Internal Star

Immune to fire damage. Every creature within 20 ft at the start of the colossus's turn takes 1 Vigor damage from the radiated heat.

Passive

Death Explosion

When destroyed, its core bursts. Every creature within 30 ft makes a Body save (DC 19): on a failure it takes 5 damage, on a success 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

Core Vent

Telegraph · disrupt d6 · Body save

Opens its chest and unleashes the star within, a 40 ft cone of white fire. Each creature in the cone makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage. After venting, the colossus goes dormant for 2 rounds: AC drops to 14 and it cannot attack.

Tactics

GM tactics

The furnace colossus advances inexorably, using its heat aura to damage everything nearby. It uses Core Vent against clustered enemies, accepting the dormancy period. Its death explosion makes killing it dangerous to everyone nearby. It does not stop, does not retreat, and does not communicate.

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 19+ (Cunning 12).
  • 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.