KING
The Prismatic Sovereign

The Prismatic Sovereign

Dragon · no Crown (Meridian)

T5d12Sovereign

The largest creature on the Meridian, a primordial draconic force whose body is a war of twelve progenitor-lights, each scale a different hue, each eye reflecting a different Celestial origin.

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
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense22+6d12
Heart20+5d10
Cunning20+5d10
Fate22+6d12

Passives

Passive

Twelve-Light Body

A different progenitor-light dominates each round, chosen by the GM; the Sovereign gains that race's strength and its weakness for the round.

Passive

Prismatic Scales

The Sovereign takes 1 less damage from every source (minimum 1) unless creatures of three or more different progenitor-lights have hit it this round.

Maneuvers

Maneuver

Wing Buffet

Every creature within 20 ft makes a Body save 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

Shattering Breath

Telegraph · disrupt d6 · Body save

It rears and exhales a 60 ft cone of its dominant light. Each creature caught makes a Body save or takes 5 damage and is marked by that progenitor-light until it completes a Rest; on a success it takes 1 Vigor damage.

Reactions

Reaction

Light Shift

When hit, it shifts its dominant light to answer the blow: it is resistant to that attack's damage type until the start of its next turn.

Tactics

GM tactics

The Prismatic Sovereign is unpredictable due to its shifting dominant light. It uses Shattering Breath against groups and Wing Buffet when surrounded. Its shifting strengths and weaknesses make it impossible to exploit a single vulnerability. Only coordinated multi-racial parties can harm it reliably.

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 15+ (Cunning 20).
  • 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.