KING
Godscar Abomination

Godscar Abomination

Fiend · Crown of Apostasy

T5d12Sovereign

Fifteen feet of broken divinity - a humanoid form assembled from stained glass, carved stone, prayer-worn wood, and altar cloth. At its center, where a heart would be, is the Scar: a wound in reality where god used to be and is not anymore.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +9  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind18+4d8
Sense22+6d12
Heart20+5d10
Cunning18+4d8
Fate8-1-d3

Passives

Passive

Aura of Godlessness

60 ft aura. Divine magic works at half effect inside it, undead cannot be turned, and prayers receive no answer. Where it walks, consecrated ground becomes mundane.

Passive

Regeneration

Regains 1 Vigor at the start of its turn. It cannot regenerate on a turn after taking damage driven by genuine, non-formulaic faith (referee decides what qualifies).

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

The Scar

Telegraph · disrupt d6 · Heart save

It bares the wound in its chest, a void where god used to be. Every creature within 30 ft makes a Heart save (DC 19): on a failure it takes 5 damage and is frightened for 1 round; on a success it takes 1 Vigor damage.

Reactions

Reaction

Reflected Devotion

When targeted by a divine spell, the spell rebounds on its caster, who must save against it or suffer its full effect.

Tactics

GM tactics

The Godscar Abomination is a walking desecration. Its Aura of Godlessness halves all divine magic before combat begins. Reflected Devotion punishes any divine spellcaster who tries to fight it with their own magic. It bares The Scar at whoever still prays and scatters them. It can only be permanently killed by genuine faith, not spells, not rituals, but real sacrifice. Its argument is not that god is dead. Its argument is that god was here, and god left, and this is the wound that remains.

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.