Solitary of Aristeon
Celestial · no Crown (Meridian)
T5d12Sovereign
A towering nine-foot humanoid of living gold light with four blade-arms, an echo of Aristeon's original judgment that wanders dispensing inscrutable justice.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 16 | +3 | d6 |
| Fate | 20 | +5 | d10 |
Passives
Righteous Aura
30 ft radius. Creatures in the aura make a Heart save (DC 19) or cannot lie, deceive, or hide from the Solitary. Creatures carrying stolen goods take 1 Vigor damage at the start of each round. The Solitary itself is immune to illusion and charm.
Righteous Vulnerability
Takes 1 extra damage from any attack made in genuine self-defense; the truly innocent can bring it down.
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.
Judgment Beam
Sweeps a 60 ft line of golden light. Each creature in the line makes a Body save (DC 19); on a failure it takes 5 damage, on a success 1 Vigor damage. A creature that committed injustice within the last day saves at disadvantage.
Reactions
Righteous Riposte
When struck by a creature that has committed injustice, the Solitary makes an immediate blade-arm counterattack.
Tactics
GM tactics
The Solitary approaches the most guilty creature and attacks it relentlessly. It opens with Judgment Beam against groups, then closes with blade-arms. It ignores those who have not transgressed unless they attack first. Every blow struck in genuine self-defense hurts it worse, so the truly innocent can bring it down.
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 17+ (Cunning 16).
- 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.