KING
Shattering Echo

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

AC148 base + 6 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+10d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind20+5d10
Sense22+6d12
Heart20+5d10
Cunning18+4d8
Fate8-1-d3

Passives

Passive

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.

Declaration

World-Scream

Telegraph · disrupt d6 · Body save

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

Reaction

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.