The Eternal Sentinel
Celestial · Crown of Duty
T5d12Sovereign
A massive figure in battered, ancient leather armor carrying a shield hewn from a mountainside, covered in thousands of tiny names-every person it has protected. No face beneath its helm, only a warm hearth-light. When it plants itself, the ground turns to bedrock.
Tier 5 · Role Sovereign · Pool Vigor 11 / Vitality 30 · AC 14 · ATK +7 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 14 | +2 | d4 |
| Fate | 20 | +5 | d10 |
Passives
Shield of Names
Attacks that strike the Sentinel from the front deal 1 Vigor damage instead of damage; only blows from behind, or landed while it steps off its post, harm it truly. Immune to charm, fear, compulsion, and forced movement.
Mass Guardian Bond
All innocents within 300 ft gain +3 AC; each name joins the thousands carved into its shield.
Maneuvers
Absolute Bastion
Plants itself at a doorway, bridge, or line in the sand and the ground turns to bedrock. While it holds, nothing passes: no force physical or magical, no army, no god. It can take no other action while doing so.
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.
Impenetrable Stand
Raises the mountainside shield. Until the start of its next turn, innocents within 300 ft take no damage; the Sentinel takes every blow meant for them in their place.
Reactions
Sacrifice
When an innocent within 300 ft would be killed, the Sentinel takes the killing blow instead, even if it has already acted this round. Instinctive; cannot be stopped.
Tactics
GM tactics
Immediately designates its position with Absolute Bastion at the most critical point. Uses Mass Guardian Bond to protect all innocents. Uses Sacrifice instinctively when any innocent faces lethal damage. Does not fight evil-stands between evil and its victims and refuses to move. The Throne of Duty demands presence, not victory.
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 18+ (Cunning 14).
- 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.