KING
The Final Necessity

The Final Necessity

Celestial · Crown of Necessity

T5d12Sovereign

A titan of black iron fifteen feet tall, carrying a giant's hammer in one hand and bearing an invisible weight on its shoulders that visibly bends its spine. Its featureless steel mask has a single horizontal slit through which cold grey light burns. Its footsteps leave impressions in solid stone.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +10  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+10d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit17+Cunning 16
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense22+6d12
Heart20+5d10
Cunning16+3d6
Fate20+5d10

Passives

Passive

Immovable

While standing its ground, nothing can move it: not magic, physical force, or divine power. Immune to fear, charm, and any effect that would make it abandon a task.

Passive

The Weight of the World

Gains +1 to attack rolls for every major shirked duty in its vicinity, up to +5. Each such duty someone takes up and completes in its sight strips one point of the bonus.

Maneuvers

Maneuver

Hammer of What Must Be

Slams the giant's hammer into the ground. Each creature within 10 ft makes a Body save (DC 19) or is knocked prone and takes 1 Vigor damage.

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

Inescapable Duty

Telegraph · disrupt d6 · Fate save

Names a genuinely necessary duty and binds a creature within 60 ft to it. Fate save (DC 19): on a failure the creature takes 5 damage and is geased to complete the duty, removable only by completion or divine intervention; on a success it takes 1 Vigor damage and knows the duty anyway.

Reactions

Reaction

Unyielding Stand

When a creature tries to move past it while it holds its ground, that creature makes a Body save (DC 19) or is stopped in place, unable to pass.

Tactics

GM tactics

Plants itself at a critical point and becomes Immovable. Opens with Inescapable Duty on the creature most obviously shirking responsibility. Uses Hammer of What Must Be against anything threatening those who are performing their duties. Grows stronger the more neglected duties surround it. Does not save people-shows them what will happen if no one acts, then stands there bearing the weight.

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 17+ (Cunning 16).
  • 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.