Gloamtide Leviathan
Beast · no Crown (Meridian)
T5d12Sovereign
A hundred-foot serpentine sea creature that generates a 200 ft radius field of perpetual twilight around itself, healing within its own dimness and capable of becoming invisible in self-generated darkness.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 16 | +3 | d6 |
Passives
Twilight Zone
A 200 ft shroud of perpetual twilight surrounds it. While inside its own dimness it regains 1 Vigor at the start of its turn; bright daylight or magical light stops the regeneration.
Maneuvers
Tail Slam
Sweeps its tail through the water, capsizing boats under 40 ft; creatures struck make a Body save (DC 19) or are pushed 15 ft and slowed for 1 round; on a success, take 1 Vigor damage.
Twilight Intensification
Once per day, deepens its twilight to absolute darkness for 3 rounds and becomes invisible within it.
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.
Tidal Crush
Heaves up a massive wave. All creatures in the water within 60 ft make a Body save (DC 19) or take 5 damage and are pushed 30 ft; on a success, take 1 Vigor damage.
Tactics
GM tactics
The gloamtide leviathan dims the area around itself, weakening light-based opponents. It attacks ships with Tail Slam to capsize them, then hunts the swimmers in the water. It uses Twilight Intensification to become invisible and devastating during critical moments. It retreats to deep water if seriously threatened.
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 16+ (Cunning 18).
- 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.