KING
Memory Warden

Memory Warden

Aberration · no Crown (Meridian)

T4d10Major

A faceless ten-foot robed figure with a mirror face, carrying a crystal staff containing swirling stolen memories, capable of extracting and weaponizing the memories of others.

Tier 4  ·  Role Major  ·  Pool Vigor 7 / Vitality 8  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 + d12rerolled each round
Attack+7d20 + 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
Mind22+6d12
Sense20+5d10
Heart16+3d6
Cunning18+4d8
Fate18+4d8

Passives

Passive

Mirror Face

The first time a creature sees its own reflection in the Warden's face, it makes a Heart save (DC 17) or is dazed 1 round.

Maneuvers

Maneuver

Traumatic Replay

Replays an extracted memory's worst moment in visible light. Each creature within 30 ft that witnesses it makes a Heart save (DC 17) or takes 1 Vigor damage and is stunned 1 round. Requires a memory taken with Memory Ray.

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

Memory Ray

Telegraph · disrupt d6 · Mind save

A beam from the crystal staff pulls a memory loose. One creature within 30 ft makes a Mind save (DC 17): on a failure it takes 4 damage and one significant memory is drawn into the staff, lost to the target for days; on a success it takes 1 Vigor damage.

Reactions

Reaction

Memory Shield

When attacked, the Warden shows the attacker a loved one's face drawn from its staff. The attacker makes a Heart save (DC 17) or hesitates and the attack misses.

Tactics

GM tactics

The Memory Warden extracts memories at range, weakening targets psychically. It weaponizes traumatic memories against groups. It does not bargain or communicate -- it collects. It targets creatures with the richest memories (experienced, aged, emotionally complex).

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.