KING
Gorger of Galenos

Gorger of Galenos

Monstrosity · no Crown (Meridian)

T5d12Sovereign

A bloated ten-foot parody of a Galeni with rose-gold light leaking from split skin, feeding directly on the progenitor-light of Meridian natives and growing stronger with each victim.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1411 base + 3 Sense
Vigor9Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + 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
Mind6-2-d3
Sense16+3d6
Heart18+4d8
Cunning14+2d4
Fate14+2d4

Passives

Passive

Light Growth

Grows with every Meridian native it fully drains: +1 to attack rolls per drained victim, up to +3. Expedition humans are unsatisfying; it discards them.

Maneuvers

Maneuver

Grab-and-Feed

Seizes a creature within reach: Body save (DC 19) or grabbed. A grabbed creature takes 1 Vigor damage at the start of each of the gorger's turns as its progenitor-light is drained away.

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

Gorge Burst

Telegraph · disrupt d6 · Body save

It vents the stolen light in a 20 ft burst, colored like its last victim. Every creature in the burst makes a Body save (DC 19): on a failure it takes 5 damage; on a success it takes 1 Vigor damage.

Reactions

Reaction

Gluttonous Grab

When a Meridian native moves within 10 ft, the gorger makes a grab attempt against it.

Tactics

GM tactics

The gorger targets Meridian natives with the strongest progenitor-light, ignoring Expedition humans. It grabs and drains, growing stronger with each victim. It prioritizes communities of high racial purity. The sad warmth on its face makes fighting it psychologically difficult.

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.