KING
Throne-Touched Stag

Throne-Touched Stag

Beast · no Crown (Meridian)

T4d10Sovereign

A massive white stag twice the size of any natural deer, with antlers bearing points of true starlight matching a specific Throne constellation, radiating an aura of compelled virtue.

Tier 4  ·  Role Sovereign  ·  Pool Vigor 9 / Vitality 26  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC149 base + 5 Sense
Vigor9Tier + Heart mod, regenerates
Vitality2610 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart20+5d10
Cunning14+2d4
Fate18+4d8

Passives

Passive

Constellation Crown

Antlers hold starlight matching one of the 16 Throne constellations, radiating that virtue in a 60 ft aura. Immune to the corresponding Crown's influence.

Passive

Radiant Presence

Creatures sworn to a Crown of sin take 1 Vigor damage at the start of their turn within 30 ft.

Maneuvers

Maneuver

Radiant Charge

Charges up to 50 ft in a straight line. The first creature it strikes must make a Body save (DC 17) or be knocked prone.

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

Starlight Judgment

Telegraph · disrupt d6 · Heart save

The antlers blaze. All creatures within 30 ft make a Heart save (DC 17). A creature that has acted against the stag's virtue takes 4 damage on a failure or 1 Vigor damage on a success; the rest feel only a compelling urge toward virtue.

Reactions

Reaction

Virtue's Shield

When an ally within 30 ft is attacked, the stag interposes, granting that ally +4 AC against the attack.

Tactics

GM tactics

Throne-touched stags do not attack unless provoked. When they fight, they open with Starlight Judgment to test the virtue of everyone present, then run down whoever fails with Radiant Charge. They protect the innocent and flee only if doing so serves a greater purpose.

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 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 18+ (Cunning 14).
  • 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.