Umbral Behemoth
Beast · no Crown (Meridian)
T5d12Sovereign
A house-sized bear-avalanche creature of absolute black with six dying-star eyes, whose void breath erases magical buffs and drains color permanently from everything it touches.
Tier 5 · Role Sovereign · Pool Vigor 7 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 6 | -2 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 16 | +3 | d6 |
Passives
Spellcasting (the un-song of the void)
The behemoth's six dying-star eyes drink magic; it does not weave spells so much as unmake them, guttering enchantments and bleeding color from all it beholds.
Void Presence
Plants wither, stone bleaches, and color drains permanently within 100 ft. Immune to radiant and necrotic damage.
Maneuvers
Crushing Advance
Shoulders forward up to 30 ft in a straight line. Each creature in its path makes a Body save (DC 19) or takes 1 Vigor damage and is knocked prone as it is shoved aside.
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.
Void Breath
Exhales a 40 ft cone of pure negation. Each creature in it makes a Body save (DC 19); on a failure it takes 5 damage and every magical buff on it is snuffed out, on a success it takes 1 Vigor damage. Everything in the cone loses its color forever.
Reactions
Counterspell
When a creature within 60 ft casts a spell, the behemoth's gaze drinks at it; roll a d6, on a 4 or higher the spell is swallowed by the void and unmade before it takes hold.
Tactics
GM tactics
The umbral behemoth advances slowly and inexorably. It opens with Void Breath to strip magical protections, then crushes targets with its physical attacks. It targets the brightest light source first. Its mere presence deteriorates the environment, making prolonged fights increasingly dangerous.
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 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.