KING
The Unconquered

The Unconquered

Celestial · Crown of Conquest

T5d12Sovereign

A colossus in bronze and gold, twenty feet tall, carrying a spear blazing with white fire. Its living laurel crown cycles through victory renewed. Behind it, the ghosts of every righteous army that ever fought trail in formation, visible only to those about to join them.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +10  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled 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
Body20+5d10
Mind18+4d8
Sense8-1-d3
Heart20+5d10
Cunning20+5d10
Fate22+6d12

Passives

Passive

Unbreakable

Cannot be slain by any creature fighting out of rage, hatred, or revenge; such attackers' blows deal at most 1 Vigor damage. Immune to fear, charm, confusion, and all of Wrath's influence.

Passive

Supreme Commander

Allied forces within 1 mile fight at +2 to attack rolls, cannot be routed, and move in perfect coordination, as if sharing one tactical mind.

Maneuvers

Maneuver

Rally the Host

Every ally within 300 ft regains 1 Vigor and shakes off fear, despair, and confusion.

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

Victory Absolute

Telegraph · disrupt d6 · Fate save

It levels the blazing spear and declares victory over one enemy within 60 ft. The target makes a Fate save or takes 5 damage, its weapons shatter, and it loses the will to fight (frightened, save ends); on a success it takes 1 Vigor damage. It has no power over those fighting for a genuinely righteous cause.

Reactions

Reaction

Unstoppable Riposte

When a rage-driven creature attacks it, the Unconquered immediately strikes back with the Laurel Spear.

Tactics

GM tactics

Opens with Rally the Host to bolster all allies. Uses Victory Absolute on the most dangerous enemy commander or wrath-driven champion. The Laurel Spear targets aggressors systematically. Supreme Commander transforms allied forces into a coordinated army. Unbreakable renders rage-based enemies nearly harmless. Appears to win-decisively and finally-so the slaughter can stop.

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.