Wrathcaller
Fiend · Crown of Wrath
T4d10Major
A twelve-foot humanoid carved from volcanic basalt, its surface webbed with glowing red fissures, smoke pouring from mouth and eye sockets. It moves with the slow certainty of an avalanche, and its roar carries a single overwhelming imperative: FIGHT.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 14 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | +5 | d10 |
| Mind | 8 | -1 | -d3 |
| Sense | 18 | +4 | d8 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 16 | +3 | d6 |
Passives
Mind of Fury
There is no mind to affect, only fury. Immune to charm, fear, and sleep; advantage on saves against spells. Fights to the death.
Maneuvers
Call to Violence
The wrathcaller roars its single imperative. Every creature within 60 ft makes a Heart save (DC 17) or flies into a rage for 1 round: it must move toward and attack the nearest creature and cannot retreat. Deaf creatures are unaffected.
Seismic Slam
Slams both fists into the ground. Every creature within 30 ft makes a Body save (DC 17) or takes 4 damage and falls prone; on a success it takes 1 Vigor damage.
Reactions
Retaliatory Tremor
When the wrathcaller takes damage from a melee attack, its fissures flare and every creature within 10 ft takes 1 Vigor damage from the shockwave.
Tactics
GM tactics
Enters an area and immediately uses Call to Violence to turn all creatures against each other. Wades into the survivors and pounds the strongest remaining opponent with its basalt fists. Employs Seismic Slam when enemies cluster. Anyone who trades blows with it pays for each one through Retaliatory Tremor.
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 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.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.