Grey Warden
Undead · Crown of Sloth
T4d10Sovereign
An undead king fused to a massive stone throne it drags behind it, the Grey Warden designates targets as "burdened" with the crushing weight of all their responsibilities, paralyzing them under the weight of everything they should be doing.
Tier 4 · Role Sovereign · Pool Vigor 3 / Vitality 26 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 16 | +3 | d6 |
| Sense | 20 | +5 | d10 |
| Heart | 8 | -1 | -d3 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Undead
Immune to sleep, charm, and poison; resistant to cold damage.
Throne-Bound
Its lower body is fused to a massive stone chair it drags with a grinding scrape. It cannot be knocked prone or moved against its will.
Maneuvers
Weight of Office
Marks one creature as burdened: Mind save (DC 17) or it is slowed and weakened under the crushing weight of every duty it ever carried (save ends at the end of its turns). Only one creature can be burdened at a time.
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.
Crushing Edict
Exhausted resignation presses down on everything within 30 ft. Every creature there makes a Mind save (DC 17): on a failure it takes 4 damage and is slowed for 1 round; on a success it takes 1 Vigor damage.
Reactions
Resigned Endurance
Pain no longer matters to it. Once per round, when the Warden takes damage, it takes 1 less damage (minimum 1).
Tactics
GM tactics
The Grey Warden uses Weight of Office on the party's most capable combatant, paralyzing them under the weight of responsibility. It answers everyone else with Crushing Edict, pressing the whole room flat at once. It fights with resigned competence, not urgency - it knows that eventually, everyone stops trying. It was once a king. It remembers the moment it gave up.
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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- 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.