Majest Revenant
Undead · Crown of Deceit
T5d12Sovereign
Appearing as a glorious fallen hero of the Expedition in shining armor, the Majest Revenant radiates an aura of trust that makes victims unable to perceive its attacks - interpreting sword blows as comforting pats or healing touches.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 18 | +4 | d8 |
| Sense | 8 | -1 | -d3 |
| Heart | 20 | +5 | d10 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
The Martyr's Mask
It wears the face of a glorious fallen hero and radiates a 30 ft aura of trust. A creature in the aura makes a Heart save (DC 19) or regards the Revenant as a beloved protector, unable to perceive its attacks: sword blows feel like comforting pats and wounds seem to come from elsewhere. A deceived creature that takes damage from it may repeat the save.
Undead Majesty
Immune to charm, poison, and cold. Non-magical weapons deal only Vigor damage to it. It can only be permanently destroyed by speaking its true name aloud, not the hero's name it wears.
Maneuvers
Fatherly Guidance
The Revenant beckons and strides up to 30 ft. Deceived creatures that can see it make a Heart save (DC 19) or spend their next movement following it.
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.
Martyr's Sacrifice
The Revenant hurls itself in front of an ally as if to shield them, driving its blade home instead. The target makes a Heart save (DC 19) or takes 5 damage; on a success it takes 1 Vigor damage and glimpses the truth, immediately repeating its save against the Mask. Deceived onlookers see a heroic rescue.
Reactions
Trusted Deflection
When a deceived creature attacks the Revenant, the attack misses as the attacker unconsciously pulls the blow, never realizing it.
Tactics
GM tactics
The Majest Revenant approaches as a helpful ally, offering protection and guidance. It uses Fatherly Guidance to draw the party apart, then strikes with Martyr's Sacrifice while the Mask holds, dealing damage that victims attribute to other sources. Anyone who sees through the disguise is named a traitor by the still-deceived. Speaking its true name is the only way to permanently destroy it.
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.