KING
The Triumphant

The Triumphant

Celestial · Crown of Conquest

T4d10Minor

A warrior of inhuman perfection in gleaming bronze armor, ten feet tall, carrying a laurel-wrapped spear with a golden point. Its face is carved from certainty itself-neither cruel nor kind, simply assured. Its armor bears dents from a hundred battles but has never been breached.

Tier 4  ·  Role Minor  ·  Pool Vigor 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor82 x Tier, one pool. Breaks at 4, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense8--
Heart18--
Cunning20--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Aura of Victory

Allies within 60 ft cannot be routed and ignore fear. The Triumphant itself never flees, even at 0 Vigor; it fights until destroyed.

Passive

Disciplined Fury

Its spear deals 1 additional damage to creatures in a rage or under the Crown of Wrath's influence.

Maneuvers

Maneuver

Inevitable Advance

It names an objective aloud and advances toward it. Enemies in its path make a Heart save or step aside, and walls and barriers it touches crack and give way.

Reactions

Reaction

Unyielding Countercharge

When an ally within 60 ft is dropped, the Triumphant immediately moves up to its speed toward the attacker and strikes with its spear.

Tactics

GM tactics

Opens by taking the field where every ally can see it. Declares its objective and uses Inevitable Advance to breach enemy lines. Sets its laurel spear against raging enemies, where Disciplined Fury adds 1 damage to every hit. Its Aura of Victory keeps allies fighting even when outnumbered. Appears at turning points in wars-not to fight, but to lead.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 4 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 4 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 8 total damage, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.