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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
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.
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
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.
Shattering Breath
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
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.