KING
Throne Guardian

Throne Guardian

Celestial · no Crown (Meridian)

T5d12Sovereign

One of sixteen creatures, each guarding a specific Throne of Hope, testing those who approach with combat, moral dilemmas, or endurance challenges according to their virtue.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 11 / Vitality 30  ·  AC 14  ·  ATK +10  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor11Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled 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
Mind20+5d10
Sense22+6d12
Heart22+6d12
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Throne Bound

Linked to a specific Throne of Hope and cannot act against its virtue. Immune to damage from creatures embodying the opposing Crown's sin. Fully restored at dawn.

Maneuvers

Maneuver

Test of Worth

Presents a moral challenge tied to the Throne's virtue. A creature that answers virtuously gains advantage on its next action; one that fails suffers disadvantage.

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

Throne Judgment

Telegraph · disrupt d6 · Heart save

All creatures within 60 ft make a Heart save (DC 19). A creature that opposes the Throne's virtue takes 5 damage and is knocked prone on a failure, or 1 Vigor damage on a success. Creatures that embody the virtue are untouched.

Reactions

Reaction

Virtue's Answer

When attacked by a creature that embodies the Throne's virtue, the Guardian stays its hand, taking the blow without reprisal.

Tactics

GM tactics

Each Throne Guardian fights according to its virtue. The Guardian of Justice fights fairly and punishes dishonorable tactics. The Guardian of Discovery rewards creative approaches. The Guardian of Home protects territory fiercely but allows retreat. They test worthiness, not hostility.

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.