Thronebreaker Ogre
Fiend · Crown of Domination
T4d10Major
Twelve feet of scarred black muscle wearing broken crowns, scepters, and thrones as trophies, the Thronebreaker Ogre does not merely kill rulers - it humiliates them, breaking their symbols of power and forcing them to kneel before it grants death. Or it does not kill, which is worse.
Tier 4 · Role Major · Pool Vigor 7 / Vitality 8 · AC 14 · ATK +8 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 16 | +3 | d6 |
| Cunning | 16 | +3 | d6 |
| Fate | 16 | +3 | d6 |
Passives
Throne-Sense
Smells Throne artifacts within 1 mile and charges their bearers before all other targets, dealing 1 extra damage to them.
Trophy Collector
Wears the broken crowns and scepters of the rulers it has humbled. A creature that recognizes one of the trophies must make a Heart save (DC 17) or be frightened for 1 round.
Maneuvers
Shattering Blow
It winds up its maul. The next attack that hits this round also shatters a non-magical weapon or shield the target holds; a magical item survives on a Fate save (DC 17).
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.
Kneel Before
It roars a command of pure physical dominance at everything within 20 ft. Body save (DC 17): failure takes 4 damage and is driven prone to its knees; success takes 1 Vigor damage. A creature already kneeling that fails drops its weapons and cannot attack for 1 round, its spirit crushed.
Reactions
Contemptuous Swat
When a Minor hits it with a melee attack, the Ogre backhands the attacker 15 ft away and prone without breaking stride.
Tactics
GM tactics
The Thronebreaker Ogre smells Throne artifacts a mile off and charges their bearers before anything else. It opens with Shattering Blow to break the weapon or shield in a ruler's hands, then Kneel Before to drive them to the ground, and backhands aside any Minor that tries to interfere. A broken king left alive is a better message than a dead one.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 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 17+ (Cunning 16).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.