The Absence
Aberration · no Crown (Meridian)
T5d12Sovereign
A humanoid silhouette of pure nothing whose touch erases things from existence -- not destroying them but removing them from reality, including memories of them.
Tier 5 · Role Sovereign · Pool Vigor 4 / Vitality 100 · AC 14 · ATK +10 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 8 | -1 | -d3 |
| Cunning | 16 | +3 | d6 |
| Fate | 22 | +6 | d12 |
Passives
Annihilation Field
Light within 100 ft dims to fading twilight. Within 30 ft, all light fails entirely.
Existential Immunity
Immune to all damage except radiant damage, which slows it, and Throne-aspected attacks, which harm it. A nonmagical weapon that strikes it is erased. It cannot be killed, only contained, redirected, or banished.
Erasing Touch
Anything the Absence destroys ceases to have ever existed, leaving no corpse and no residue. Each witness makes a Mind save (DC 19) or loses all memory of the erased thing.
Maneuvers
Inexorable Advance
Walks up to 30 ft in a straight line. Unattended objects and terrain in its path are erased.
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 declaration is lost.
Erasure Wave
A silent pulse of nothing rolls out in a 20 ft radius. Each creature makes a Body save (DC 19); on a failure it takes 1d12 damage, on a success it takes 1 Vigor damage. A creature killed by the wave is erased from existence.
Tactics
GM tactics
The Absence walks slowly and erases everything in its path. It cannot be fought conventionally -- only slowed by radiant damage and harmed by Throne-aspected attacks. Cities evacuate in its path. It does not pursue, does not hurry, and does not stop.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 18 x Tier. Full Vigor at combat start; at the start of its turn it loses 1 Vigor. Dead at 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 17+ (Cunning 16).
- Two attacks in a normal turn.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a declaration is pending forces its disruption roll; on a 1 the declaration is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.