KING
Sargon's Rune Giant

Sargon's Rune Giant

Giant · Crown of Pride

T5d12Sovereign

Ancient rune wardens, Sargon's giants guard tombs, symbols activating traps.

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

AC149 base + 5 Sense
Vigor7Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind20+5d10
Sense20+5d10
Heart14+2d4
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Spellcasting (tomb-glyphs)

The giant's body is a warded page of tomb-glyphs, each a bound spell of binding and detonation, and the same carvings grant it advantage on saves against spells.

Passive

Bound Guardian

Cannot leave the area it was set to guard. While within it, the giant regains 1 Vigor at the start of its turn.

Maneuvers

Maneuver

Activate Trap

Trigger any trap within 120 ft. Traps the giant springs deal 1 additional damage.

Maneuver

Binding Chains

Spectral chains of cold iron erupt from floor and wall around up to three creatures within 30 ft. Each makes a Body save (DC 19) or is restrained until it breaks free.

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

Guardian's Wrath

Telegraph · disrupt d6 · Body save

The runes across its body flare and detonate. Each creature within 30 ft makes a Body save (DC 19); on a failure it takes 5 damage, on a success 1 Vigor damage.

Tactics

GM tactics

Eternal guardians of Sargon's tombs. Activates traps to soften intruders. Never pursues beyond territory. Fights to destruction.

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.