The Assessor
Fiend · Crown of Mammon
T5d12Sovereign
A gaunt, eight-foot figure in robes of woven gold thread carrying a staff topped with a golden eye. Its platinum mask bears no expression, and it floats above the ground, marking prices on everything it passes -- a tree (2 sp), a boulder (4 cp), a human life (varies).
Tier 5 · Role Sovereign · Pool Vigor 9 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | -1 | -d3 |
| Mind | 20 | +5 | d10 |
| Sense | 20 | +5 | d10 |
| Heart | 18 | +4 | d8 |
| Cunning | 22 | +6 | d12 |
| Fate | 20 | +5 | d10 |
Passives
True Sight
Floats above the ground and sees through all illusions, invisibility, and magical disguises within 120 ft. Sees the exact price of everything, including lives.
Maneuvers
Mark for Purchase
Prices one creature within 60 ft: a glowing gold figure hangs above its head, visible to all. Any Mammon-aligned creature that lays the stated sum on the ground buys the target, who makes a Heart save (DC 19) or is taken to Mammon's markets.
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.
Devaluation
One creature within 60 ft has its worth struck through. Heart save (DC 19): on a failure it takes 5 damage and is weakened for 1 round as its value collapses; on a success it takes 1 Vigor damage.
Reactions
Market Correction
When a marked creature damages the Assessor, the Assessor declares the attacker's value fallen and reduces that damage by 1.
Tactics
GM tactics
Opens by pricing the most valuable party member with Mark for Purchase. Uses Devaluation on spellcasters to disrupt their effectiveness. Appraises the party's most powerful magic items aloud, naming what Mammon's markets would pay. Fights defensively, relying on its high AC and Market Correction to survive while methodically appraising and commodifying the party.
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 14+ (Cunning 22).
- 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.