Black King

Apex of Power

Medium Biological Carapacian (Tier 5 Adversary)

Core Numerics

StatValueStatValue
Tier5Hit Points800
Speed40 ft.Player Count1
Hit Bonus+8DamageMod
Initiative+0Difficulty100

Base Stats

AttributeSTRCONDEXINTWISCHA
Modifier+13+13+13+13+13+13

Defenses

DefenseValueDefenseValueDefenseValue
AC18Aegis0Fort17
Ref19Will18DC20

Anatomy

Head (+4): +50% damage to headshots. Artery (Secret: DC) (+4): Has 80 HP. If destroyed, target has DoT (80, until target heals in some way). Opening (Secret: DC) (+0): Attacks against this have +2 to hit. Shatterpoint (Secret: DC) (+0): Attacks against this have +2 to crit, and critical hits Daze (1 round). Vitals (Secret: DC) (+2): Can be grappled, damaging or grappling this Dazes (1 round or while grappled) them. Inflicts Setback (2, duration of Daze) instead if the attack already Dazes. Arms (2) (+2): Required to use items, grapple, and perform actions. Has disadvantage to grapple for 1 round if hit, or forces immediate grapple check against attack roll to maintain it if one is active. Legs (2) (+2): If an attack/ability deals any effect besides damage to at least one leg, it also inflicts Cripple (10).

Traits

Contractual Boss Resistance: The Adversary is resistant to effects that would rob them of their free will, teleport them, read/detect their thoughts, or nullify this effect unless they allow it. If necessary to translate to mechanics, this counts as two Flaws dice.

Charge Conduction: This creature accumulates Charge with certain actions. This is a unique resource that is expended by the creature to perform certain abilities.

Grievous Wounds: This creature inflicts Grievous Wounds with certain attacks. This is a unique condition; when it reaches three stacks, it resets and the target takes 2*Level true damage. Lasts until a short rest.

Actions

Royal Smash: Major action - Melee weapon attack, 10 ft. range, single-target, 100 damage, generates 1 Charge, and has an additional effect based on the element used.

Concession: The attack repeats for an auto-hit against all targets within 10 ft. of attacker at end of target’s next turn.

Reverb: Mark the targeted location. The attack repeats for an auto-hit against all targets within a 10 ft. radius of it at end of target’s next turn.

Audience: The attack repeats for an auto-hit against all targets more than 10 ft. away from attacker at end of target’s next turn. Royal Sanction: Major action - Martial ability, the Black King generates 1d3 Charge, and their attacks next turn have +1 damage mod and inflict 1 stack of Grievous Wounds. Unstoppable: Reaction - Martial ability, imposes one d6 Block die against incoming attack. Force and Verve: Special - When the Black King Defends, their next attack is made at advantage, heal themselves for 20 HP, grant themselves 20 temp HP, and generate 1d3 Charge. When the temp HP is depleted, it explodes for an effect based on the element used.

Proximal Force: All targets within 10 feet of the Black King take 20 damage.

Arresting Force: The attacker is Stuck (1 round).

Distal Force: All targets beyond 10 feet of the Black King take 20 damage. Kingly One: Full-round action - Martial ability, the Black King cuts the player’s current HP in half and inflicts 2 stacks of Grievous Wounds, spends 12 Charge. Royal Arts: Special - When the Black King Aims, they take advantage instead. When they Avert, they impose disadvantage instead. When they Assail, it also inflicts Daze (1 round). When they Distract, it automatically passes and grants +3 crit range. When they Aim, Avert, Assail, or Distract, they generate 1 Charge.

Tactics

Use differing elements for Royal Smash and Force and Verve. It’s always solvable for the player; they move to resolve Force and Verve before attacking, then move to resolve Royal Smash before ending their turn. Kingly One keeps them on a timer.

Drops

7000 EXP

Description

We know who this is. I would hope.