KING
The Eternal Sentinel

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

AC148 base + 6 Sense
Vigor11Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense22+6d12
Heart22+6d12
Cunning14+2d4
Fate20+5d10

Passives

Passive

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.

Passive

Mass Guardian Bond

All innocents within 300 ft gain +3 AC; each name joins the thousands carved into its shield.

Maneuvers

Maneuver

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.

Declaration

Impenetrable Stand

Telegraph · disrupt d6

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

Reaction

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.