KING
Ki-rin

Ki-rin

Celestial · no Crown (Sacred)

T4d10Major

Hooved omen-beasts, ki-rin fly with antlers aglow, heralding justice or calamity.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind18+4d8
Sense18+4d8
Heart14+2d4
Cunning18+4d8
Fate20+5d10

Passives

Passive

Spellcasting (Heaven's Litanies)

Speaks the omen-prayers of the celestial courts, calling down sacred fire and healing light as judgment demands.

Passive

Celestial Grace

Flies 120 ft and can hover. Immune to disease and poison, and has advantage on saves against spells.

Passive

Sense Wickedness

Knows the presence and location of every evil creature within 120 ft. Nothing hides its guilt from the ki-rin.

Maneuvers

Maneuver

The Laying On of Hands (2/day)

Antlers flare with warm light. Allies within 30 ft remove 1 wound and are cured of disease and poison.

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

Holy Fire

Telegraph · disrupt d6 · Fate save

Sacred flame erupts in a 30 ft radius within 120 ft. Each creature there makes a Fate save (DC 17): on a failure it takes 4 damage, on a success 1 Vigor damage. Evil creatures save with disadvantage.

Tactics

GM tactics

Names the wicked with Sense Wickedness, then calls Holy Fire down on them. Lays on hands to lift a wound from its allies and burn the poison out of them. Fights with cosmic patience, never striking first and never twice where once will serve.

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 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.
  • 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.