Fury Colossus
Fiend · Crown of Wrath
T5d12Sovereign
A thirty-foot humanoid of compressed red stone and dark iron with a featureless head radiating forge-heat. Its cratered fists and unhealed wounds leak pale fire. It is past screaming, past everything except the next swing.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 5 | -3 | -d4 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 16 | +3 | d6 |
Passives
Damage Empowerment
Gains +1 to its attack rolls for each Vitality it has lost (maximum +4).
Unstoppable
Immune to fear and charm; resistant to damage from non-magical weapons. Once combat begins it cannot stop fighting, and if all enemies flee it tears the ground apart until something collapses.
Cataclysm State
At half Vitality or below, its movement doubles and it attacks twice per round, but it takes 1 damage at the start of each of its turns. Lasts until it is destroyed.
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.
Shockwave
Raises both fists and slams the ground. Every creature within 40 ft 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. Usable every 3 rounds.
Tactics
GM tactics
Wades into the largest concentration of enemies and opens with Shockwave to prone everyone. Hammers individual targets with its fists and swings wide when surrounded. Enters Cataclysm State automatically when reduced to half its Vitality, becoming even more dangerous as it dies. Saves the next Shockwave for clustered ranged attackers.
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 18+ (Cunning 14).
- 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.