The Unblinking Arbiter
Celestial · Crown of Justice
T5d12Sovereign
A colossal twelve-foot figure of living ivory bleeding gold, with a single enormous amber eye showing the viewer's worst act of dishonesty on loop. It carries a thunderous gavel and wears robes of woven light.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Spellcasting (judgment-litanies)
The Arbiter intones the litanies of judgment in a voice like a verdict read aloud, and within earshot every falsehood is laid bare and answered.
The Truth Made Manifest
Within 120 ft no lie can be spoken, no illusion holds, and no shapechanger keeps a false form; this cannot be dispelled. The Arbiter is immune to illusion and enchantment, and can be destroyed for good only by a weapon in the hands of someone who has never told a lie.
Maneuvers
Gavel of Finality
It slams the gavel down in a thunderclap: every creature within 10 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.
Divine Judgment
It pronounces sentence on one creature within 60 ft. The target makes a Fate save (DC 19) or every lie it has ever told opens as a visible wound and it takes 5 damage; on a success it takes 1 Vigor damage. A creature that has lived honestly is untouched and removes 1 wound instead.
Reactions
Mark of Cain
When a creature within 120 ft casts an illusion or speaks a deliberate lie, the Arbiter marks it and the truth rebounds: that creature takes 1 Vigor damage.
Tactics
GM tactics
Relies on The Truth Made Manifest to strip away all deception before combat begins. Opens with Divine Judgment on the most deceitful enemy. Uses Gavel of Finality against those who remain standing. Its presence alone dismantles illusion-based strategies. Does not pursue fleeing enemies unless they are guilty of great injustice.
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.