The Loom
Aberration · no Crown (Meridian)
T5d12Sovereign
A vast geometric structure of woven progenitor-light threads that reshapes reality within 500 ft, capable of severing creatures' connections to their progenitor-light permanently.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 22 | +6 | d12 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 22 | +6 | d12 |
| Fate | 22 | +6 | d12 |
Passives
Reality Sight
Sees the light-threads binding every living creature to its progenitor; it cannot be surprised and ignores invisibility and disguise.
Maneuvers
Terrain Warp
Reshapes terrain within 500 ft: stone runs liquid, air hardens, gravity tilts. One creature caught in the change makes a Body save or is restrained until the end of its next turn. The warped ground lasts for hours.
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.
Sever Thread
The Loom draws a blade of woven light across the thread binding one creature within 100 ft to its progenitor. The target makes a Fate save or takes 5 damage and its racial gifts are severed until restored at a shrine of its progenitor; on a success it takes 1 Vigor damage.
Reactions
Weave Defense
When it takes damage, the Loom may fold into an active weave: it takes no damage until the start of its next turn, but cannot attack while weaving.
Tactics
GM tactics
The Loom does not fight conventionally. It reshapes reality around threats -- reversing gravity beneath attackers, solidifying air to trap them, liquefying stone to swallow them. Sever Thread is its most terrifying ability. No army can fight it. Communication may be possible but has never succeeded.
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.