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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 6 | -2 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 18 | +4 | d8 |
| Cunning | 14 | +2 | d4 |
| Fate | 14 | +2 | d4 |
Passives
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
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.
Gorge Burst
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
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.