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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 22 | +6 | d12 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
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
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.
Throne Judgment
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
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.