Shattering Echo
Celestial · no Crown (Meridian)
T5d12Sovereign
A towering figure of fractured light resembling a shattered stained-glass saint suspended mid-explosion, reliving and broadcasting the death of its Celestial world. Twelve exist, one per Celestial.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 18 | +4 | d8 |
| Fate | 8 | -1 | -d3 |
Passives
Celestial Memory
Its shattered body displays terrain of its lost world. A creature of the matching progenitor-line that looks upon it must make a Heart save (DC 19) or be dazed by ancestral grief, save ends.
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.
World-Scream
The Echo relives the death of its world aloud. Every creature within 500 ft makes a Body save (DC 19). Failure: takes 5 damage and is stunned 1 round by the vision of the Shattering. Success: takes 1 Vigor damage. The ground cracks along Shattering seam-lines.
Reactions
Echo Resonance
When the Echo takes damage, it flares with its progenitor-light. Creatures of the matching line within 60 ft make a Heart save (DC 19) or are dazed 1 round with grief.
Tactics
GM tactics
The Shattering Echo wanders and relives its world's destruction. It opens with World-Scream to disable all resistance, then closes while Echo Resonance punishes everyone who strikes it. It is especially devastating to creatures of its corresponding progenitor-line due to Celestial Memory. Fighting it requires resisting overwhelming grief and psychic trauma.
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.
- 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.