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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 20 | +5 | d10 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 22 | +6 | d12 |
Passives
Titanic
Colossal. Cannot be knocked prone by smaller creatures, and cannot be surprised: it knows the location of every creature within 120 ft.
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.
Judgment of the Cosmos
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
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.