KING
Molydeus

Molydeus

Celestial · no Crown (Sacred)

T5d12Sovereign

Twin-headed trackers, molydeus hunt demons, their axes cleaving chaos.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 7 / Vitality 30  ·  AC 14  ·  ATK +6  ·  Save DC 19  ·  Dmg d12

AC1410 base + 4 Sense
Vigor7Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning18+4d8
Fate20+5d10

Passives

Passive

Twin Heads

Cannot be surprised, and has advantage on saves against spells. The snake head bites any creature that ends its turn restrained by the molydeus: Body save (DC 19) or poisoned (save ends).

Passive

Demon Hunter

Its axe deals 1 additional Vigor damage to fiends, and a fiend it kills is destroyed for good. Can track any creature across the planes once it has met it.

Maneuvers

Maneuver

Binding Chains

Hurls radiant chains at a creature within 30 ft. Fate save (DC 19) or restrained (save ends); a restrained fiend cannot teleport or shift planes.

Reactions

Reaction

Relentless Pursuit

When a creature within 60 ft teleports or shifts planes, the molydeus steps through after it, arriving within 5 ft of where it lands.

Tactics

GM tactics

Tracks quarry across planes, never giving up the hunt. Opens with Binding Chains to prevent fiendish escape. Hews with its axe once the quarry is bound, and a fiend it kills is destroyed for good. Uses Relentless Pursuit to follow teleporting targets. Fights with cold, implacable determination.

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 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.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.