Thought Leviathan
Beast · no Crown (Meridian)
T5d12Sovereign
A sixty-foot whale-shaped aquatic predator with a luminous brain taking up a third of its body mass, broadcasting a psychic field that traps intelligent creatures in philosophical fascination.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 22 | +6 | d12 |
| Sense | 8 | -1 | -d3 |
| Heart | 14 | +2 | d4 |
| Cunning | 18 | +4 | d8 |
| Fate | 18 | +4 | d8 |
Passives
Glaukine Resonance
A creature that starts its turn within 100 ft must make a Mind save (DC 19) or stand dazed for 1 round, transfixed by abstract thought. Mindless creatures and animals are immune; the smarter the prey, the harder it is to look away.
Maneuvers
Tail Sweep
Its tail scythes through everything within 15 ft. Body save (DC 19): failure takes 5 damage and is knocked prone, success 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.
Mass Fascination
Its brain flares and the psychic field intensifies. Every creature within 100 ft makes a Mind save (DC 19): failure takes 5 damage and drifts half its speed toward the leviathan, transfixed for 1 round; success takes 1 Vigor damage.
Reactions
Psychic Rebuke
When a creature hits it, the attacker takes 1 Vigor damage as backlash from the leviathan's mental field.
Tactics
GM tactics
The thought leviathan broadcasts fascination from below the surface, transfixing intelligent prey before surfacing to consume them. It targets the most intelligent creature first. The smarter you are, the more vulnerable you are. Mindless creatures and animals are immune.
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.