The Convergence
Beast · no Crown (Meridian)
T5d12Sovereign
Not a creature but an event: the moment when all twelve progenitor-lights align, manifesting as a hundred-foot pillar of every color the Meridian has ever known, amplifying all racial traits and ceilings to breaking point.
Tier 5 · Role Sovereign · Pool Vigor 11 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 5 | -3 | -d4 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 8 | -1 | -d3 |
| Fate | 22 | +6 | d12 |
Passives
Reality Anchor
Within 1 mile, every racial trait and racial ceiling is amplified to breaking point and activates involuntarily. Coordinated multi-racial resistance falters as each race is consumed by its own amplified nature.
The Twelfth Light
A creature that starts its turn within 10 ft of the pillar takes 5 damage. One that endures to touch the center can commune with Ash's flickering light and learn how it was destroyed, and perhaps how to restore it.
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.
Convergence Pulse
All twelve lights flare at once in a 100 ft radius. Each creature makes a Body save (DC 19): on a failure it takes 5 damage, on a success it takes 1 Vigor damage.
Reactions
Light Storm
When attacked, a burst of mixed progenitor-light lashes back. The attacker takes 1 Vigor damage.
Tactics
GM tactics
The Convergence does not fight in the traditional sense. It exists with such intensity that the world around it cannot cope. Mountains crack, rivers reverse. Its Reality Anchor prevents coordinated resistance by amplifying racial divisions. Reaching its center to commune with the Twelfth Light is the true challenge -- surviving the approach requires extraordinary power and unity across racial lines.
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 20 only (Cunning 8 does not widen the range).
- 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.