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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Hundred Hands
Cannot be disarmed and can keep up to four creatures grabbed at once.
Titanic
Colossal. Cannot be knocked prone or moved by smaller creatures.
Titan's Will (2/day)
When it fails a save, it may succeed instead.
Maneuvers
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.
Earthshaker
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.