KING
The Weft

The Weft

Aberration · no Crown (Meridian)

T4d10Major

A humanoid mass of intertwined light-threads that constantly unravels and reweaves itself, spinning walls, barriers, and binding cocoons of solidified light.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1411 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense16+3d6
Heart14+2d4
Cunning18+4d8
Fate16+3d6

Passives

Passive

Living Thread

A body of intertwined light-threads. Regains 1 Vigor at the start of its turn while in sunlight; in darkness it frays and regains nothing.

Maneuvers

Maneuver

Weave Barrier

Spins a 10 ft wall of solidified light that blocks passage. A wall section unravels after taking 2 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.

Declaration

Binding Cocoon

Telegraph · disrupt d6 · Body save

Threads whirl around one creature within 30 ft. Body save (DC 17) or the target takes 4 damage and is restrained in a cocoon of light (save ends, or an ally cuts the cocoon apart by dealing 2 damage to it); on a success, 1 Vigor damage.

Reactions

Reaction

Thread Shield

When hit by an attack, it weaves a shield across the blow, reducing the damage by 1. Once per round.

Tactics

GM tactics

The Weft cuts enclosed spaces into pieces with light-barriers, controlling every approach. It cocoons the most dangerous target, then walls the rest away from the bound ally. In corridors it is a death sentence. It retreats into sunlight to reweave itself.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • 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.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.