Greenstone's Dream
Aberration · no Crown (Meridian)
T5d12Sovereign
A shimmering translucent manifestation of the trapped god Greenstone's sleeping thoughts, not a creature but a dream made physical that absorbs those who approach into visions of divine imprisonment.
Tier 5 · Role Sovereign · Pool Vigor 11 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | -2 | -d3 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Dream Manifestation
The Dream never attacks. Terrain within 200 ft slowly reshapes into pre-Theocide civilization while it lingers, and Meridian natives near it flicker into their progenitor forms.
Maneuvers
Dream Drift
Drifts up to 20 ft; terrain warps in its wake and slowly reverts behind 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.
Dream Absorption
Every creature within 60 ft makes a Mind save (DC 19) or is drawn into the Dream: it cannot act, takes no harm, and lives Greenstone's imprisonment, learning a fragment of the Theocide each round. An ally can drag a dreamer free with a Body check against DC 19.
Reactions
Dream Pull
When a creature attacks the Dream, that creature makes a Mind save (DC 19) at disadvantage or is immediately absorbed as if by Dream Absorption.
Tactics
GM tactics
Greenstone's Dream does not fight. It simply exists with overwhelming psychic presence. Creatures near it are absorbed into visions. Breaking free requires an ally to physically pull the absorbed creature out (Body check DC 19). The Dream drifts, transforming terrain, and those who enter willingly learn fragments of divine truth.
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 15+ (Cunning 20).
- 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.