KING
Specter of Melanthios

Specter of Melanthios

Undead · no Crown (Meridian)

T4d10Sovereign

A translucent figure of anguished regal beauty whose aura of self-doubt and sabotage causes competent people to fumble and victories to sour into defeats.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 26  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC148 base + 6 Sense
Vigor9Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body8-1-d3
Mind18+4d8
Sense22+6d12
Heart20+5d10
Cunning18+4d8
Fate20+5d10

Passives

Passive

Flaw Manifest

30 ft aura. At the start of each round, creatures in the aura make a Heart save (DC 17) or their next successful roll becomes a failure.

Passive

Semi-Incorporeal

In dim light, physical attacks deal only Vigor damage to it; in darkness they do nothing at all. In bright light it turns fully solid and takes damage normally.

Maneuvers

Maneuver

Fade-Touch

Its touch saps competence: a creature it damages is weakened until the end of its next turn.

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

Melanthi Curse

Telegraph · disrupt d6 · Heart save

One creature within 30 ft makes a Heart save (DC 17); on a failure it takes 4 damage and is cursed so that its d20 rolls of 15 or higher count as failures (save ends), on a success it takes 1 Vigor damage.

Reactions

Reaction

Fade Shift

When attacked in dim light, it becomes fully incorporeal until the start of its next turn.

Tactics

GM tactics

The specter weaponizes failure. It stays in dim light where it is incorporeal and uses Flaw Manifest to sabotage enemies. It uses Fade-Touch on targets forced into its reach. The counter is bright light, which makes it fully corporeal and vulnerable. It avoids well-lit areas.

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 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • 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.