Seam-Ripper
Aberration · no Crown (Meridian)
T5d12Major
A nightmare of angular geometry existing in the cracks between worlds, teleporting along seam-lines between former Celestial territories and tearing open rifts to the Underdark.
Tier 5 · Role Major · Pool Vigor 7 / Vitality 10 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 20 | +5 | d10 |
| Fate | 18 | +4 | d8 |
Passives
Seam Walker
Lives in the cracks between worlds and can step up to a mile along any seam, crack, or boundary. In a seamless space (open water, featureless stone) it cannot step or Phase Dodge.
Reality Claws
Its claws slit the boundary between body and soul. Armor counts for nothing against them; only a target's Sense keeps them out.
Maneuvers
Seam Step
Vanishes into a crack and reappears beside any creature within 60 ft.
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.
Soul Rend
Its claws tear at one victim's progenitor-light. Body save (DC 19): on a failure the target takes 5 damage and a ghostly double of it tears free, fighting for the Seam-Ripper as a Tier 3 Minor until destroyed; on a success the target takes 1 Vigor damage.
Reactions
Phase Dodge
When hit, it slips halfway into a seam and takes 1 less damage (minimum 0).
Tactics
GM tactics
The Seam-Ripper teleports along seam-lines, appearing from nowhere to strike. Its Reality Claws ignore armor. Soul Rend creates duplicates that fight for it. Seam Step carries it out of any trap and back in behind whoever set it. It hunts by tearing the seams of its victims, separating body from light.
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 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.
- 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.