KING
Hive Tyrant

Hive Tyrant

Beast · no Crown (Meridian)

T5d12Major

A massive ox-sized insectoid queen with iridescent wings that controls a swarm of light-infused drones through light-signal commands, coordinating them with military precision.

Tier 5  ·  Role Major  ·  Pool Vigor 4 / Vitality 10  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC1411 base + 3 Sense
Vigor4Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind16+3d6
Sense16+3d6
Heart8-1-d3
Cunning18+4d8
Fate16+3d6

Passives

Passive

Drone Swarm

Commands a swarm of light-infused drones (Tier 1 minors) through flashing wing signals. Drones act on the tyrant's initiative and always obey; the swarm scatters if the tyrant dies.

Maneuvers

Maneuver

Beacon Venom

A creature the tyrant stings makes a Body save (DC 19) or glows brilliantly for 1 hour; the drones attack glowing targets first, and stealth is impossible while glowing.

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

Drone Barrage

Telegraph · disrupt d6 · Body save

The tyrant signals drones to detonate around one point. Each creature within 15 ft makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage. Each detonating drone dies.

Reactions

Reaction

Drone Interception

When the tyrant is hit, a drone within 5 ft hurls itself into the blow. The drone dies and the tyrant takes no damage.

Tactics

GM tactics

The hive tyrant stays behind its drone swarm, using drones as shields and weapons. It stings targets to mark them as beacons, then sends drones to swarm. Killing the drones without the queen is futile (she produces more). Killing the queen causes surviving drones to go berserk.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 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 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.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.