Tidecaller Matriarch
Beast · no Crown (Meridian)
T5d12Sovereign
A colossal squid-like deep-sea entity of living moonlight and sea-foam with vast intelligence, capable of raising tidal waves and controlling all bioluminescent sea life within a mile.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +9 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 22 | +6 | d12 |
| Fate | 8 | -1 | -d3 |
Passives
Bioluminescent Command
Controls all bioluminescent sea life within 1 mile, weaving false light-signals, dummy shorelines, and phantom ships to lure prey.
Maneuvers
Whirlpool
Churns a 30 ft whirlpool. A creature caught in it makes a Body save (DC 19) each round or is dragged under and begins drowning.
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.
Tidal Wave
Raises a directed wave along a 100 ft wide path. Each creature in the path makes a Body save (DC 19); on a failure it takes 5 damage and is knocked prone, on a success it takes 1 Vigor damage. Boats and coastal structures are wrecked.
Reactions
Tentacle Intercept
When a creature approaches within 40 ft, a tentacle lashes out: Body save (DC 19) or the creature is grabbed.
Tactics
GM tactics
The tidecaller matriarch wrecks ships with Tidal Wave, then lures the survivors in with false lights and phantom shorelines. It grabs anyone who swims close and drags them under, and churns a whirlpool where the water is deepest. It fights from below, where it has every advantage. Intelligent enough to be strategic: not sapient, but close.
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 14+ (Cunning 22).
- 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.