The Unslaked
Fiend · Crown of Lust
T5d12Sovereign
It was a person once -- traces of a face in swirling half-formed features, echoes of a voice in subsonic vibration. What remains is a ten-foot column of churning, reaching, grasping need: hands forming and dissolving, mouths opening and closing, eyes fixating and forgetting. It has consumed entire settlements and is still starving.
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 | 22 | +6 | d12 |
| Heart | 20 | +5 | d10 |
| Cunning | 18 | +4 | d8 |
| Fate | 20 | +5 | d10 |
Passives
Insatiable Regeneration
Regains 1 Vigor at the start of its turn. It does not regain Vigor on a turn after taking fire damage; burning is the one sensation that drowns the hunger.
Absorption
A creature grabbed by the Unslaked at the start of its third consecutive turn is pulled fully into its mass: it must spend a wound to tear itself back out at the last instant, and a creature with no wound left to spend is gone. Either way the Unslaked refills its Vigor. Allies can pull a victim free earlier with a Body check against DC 19.
Maneuvers
Consuming Embrace
Hands form from its churning mass and grab one adjacent creature. A grabbed creature takes 1 Vigor damage at the start of each of its turns as it sinks deeper.
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.
The Void of Want
It opens itself and shows the bottomless need inside. Every creature within 60 ft makes a Heart save (DC 19): failure takes 5 damage and stumbles half its speed toward the Unslaked; success takes 1 Vigor damage.
Reactions
Desperate Grasp
When a creature moves away from it, hands lunge out. Body save (DC 19) or the creature is dragged 10 ft back toward the Unslaked and takes 1 Vigor damage.
Tactics
GM tactics
Opens with The Void of Want to draw the whole party in. Uses Consuming Embrace on the most dangerous creature it can reach and holds on while the hands work. Desperate Grasp punishes anyone who tries to walk away. It cannot be bargained with because it cannot be satisfied. The only victory is escape, and even then it follows.
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 16+ (Cunning 18).
- 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.