KING
Titan (Celestial)

Titan (Celestial)

Celestial · no Crown (Sacred)

T5d12Sovereign

Colossal enforcers of fate, celestial titans hurl mountains, upholding cosmic order.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate22+6d12

Passives

Passive

Titanic

Colossal. Cannot be knocked prone by smaller creatures, and cannot be surprised: it knows the location of every creature within 120 ft.

Passive

Fate's Enforcer

A creature that has broken an oath takes 1 Vigor damage at the start of its turn within 30 ft of the titan.

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

Judgment of the Cosmos

Telegraph · disrupt d6 · Fate save

Cosmic authority crashes down on all creatures within 60 ft. Each makes a Fate save (DC 19), oath-breakers at disadvantage; on a failure a creature takes 5 damage and is stunned for 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Grinding Stomp

When a creature ends its movement within 15 ft, the titan stomps: Body save (DC 19) or the creature is knocked prone.

Tactics

GM tactics

Announces judgment before attacking. Opens with Judgment of the Cosmos against clustered enemies and hurls broken mountain at anyone who stays at range. Oathbreakers wither near it and save at disadvantage, and it knows exactly which of you they are. Never retreats; its purpose is absolute.

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.