KING
Fury Colossus

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

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d4rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind5-3-d4
Sense20+5d10
Heart14+2d4
Cunning14+2d4
Fate16+3d6

Passives

Passive

Damage Empowerment

Gains +1 to its attack rolls for each Vitality it has lost (maximum +4).

Passive

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.

Passive

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.

Declaration

Shockwave

Telegraph · disrupt d6 · Body save

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.