KING
Wrathcaller

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 7  ·  AC 14  ·  ATK +7  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality72 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning14+2d4
Fate16+3d6

Passives

Passive

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

Maneuver

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.

Maneuver

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

Reaction

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 3 + Tier, like a hero but with no wounds. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 18+ (Cunning 14).
  • Two attacks in a normal turn.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.