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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 20 | +5 | d10 |
| Heart | 14 | +2 | d4 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
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.
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
Activate Trap
Trigger any trap within 120 ft. Traps the giant springs deal 1 additional damage.
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.
Guardian's Wrath
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.