The Rewilding
Celestial · Crown of Nature
T5d12Sovereign
Not a creature but an event given form-an ambulatory forest compressed into a vaguely humanoid shape fifty feet tall. Animals live within it: deer in its torso, birds in its crown, snakes along its arms. Its face is a clearing through which sunlight falls even at night, containing a single massive eye of amber sap.
Tier 5 · Role Sovereign · Pool Vigor 10 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 6 | -2 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 20 | +5 | d10 |
| Cunning | 16 | +3 | d6 |
| Fate | 20 | +5 | d10 |
Passives
Immune
Immune to fire, poison, and acid; it regrows from its own ash. Metal weapons corrode and are ruined when they strike it.
Primordial Growth
Within 300 ft, plant life grows at frantic speed: roots crack stone and vines drag down walls. While it touches natural earth it regains 1 Vigor at the start of its turn and senses every creature within a mile through the roots; cut off from soil, both stop.
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.
Reclamation
It lays a hand on a structure or construct up to 100 ft across. Buildings collapse into sprouting rubble within the hour, their living occupants pushed clear by vines. A construct touched makes a Fate save or takes 5 damage and is restrained by roots (save ends); on a success it takes 1 Vigor damage.
Reactions
Overgrowth
When a creature within 60 ft burns or cuts plant life, growth erupts around it: Body save or it is restrained (save ends) and takes 1 Vigor damage at the start of each of its turns while held; on a success it takes 1 Vigor damage.
Tactics
GM tactics
Opens by letting Primordial Growth transform the battlefield into wild terrain. Uses Reclamation against the largest artificial structure in range. Lets Overgrowth seize anything that burns or cuts its way clear. Relies on immunity to fire and metal weapons for defense. Does not negotiate-simply reclaims. Nature's final argument against Mammon.
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.