KING
Hekatonkheires

Hekatonkheires

Celestial · no Crown (Sacred)

T5d12Sovereign

Titanic hundred-handed warriors, hekatonkheires hurl boulders from afar, embodying raw celestial wrath.

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

AC149 base + 5 Sense
Vigor8Tier + 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
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate22+6d12

Passives

Passive

Hundred Hands

Cannot be disarmed and can keep up to four creatures grabbed at once.

Passive

Titanic

Colossal. Cannot be knocked prone or moved by smaller creatures.

Passive

Titan's Will (2/day)

When it fails a save, it may succeed instead.

Maneuvers

Maneuver

Boulder Barrage

A dozen arms wind up at once: it makes its attack against each of up to three targets within 120 ft, hurling a boulder at each.

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

Earthshaker

Telegraph · disrupt d6 · Body save

It slams a hundred fists into the earth. Every creature within 60 ft makes a Body save (DC 19): 5 damage and knocked prone on a failure, 1 Vigor damage on a success. Stone structures in the area crack and collapse.

Tactics

GM tactics

Opens with Boulder Barrage at maximum range, splitting its throws across three targets. Keeps hurling as it closes. Once in melee, Earthshaker devastates clustered enemies and brings the stonework down on them. Stomps fleeing targets.

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.