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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 20 | +5 | d10 |
| Cunning | 14 | +2 | d4 |
| Fate | 18 | +4 | d8 |
Passives
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.
Radiant Presence
Creatures sworn to a Crown of sin take 1 Vigor damage at the start of their turn within 30 ft.
Maneuvers
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.
Starlight Judgment
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
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.