Emissary
Grimdark Messenger
Large ??? (Tier 1 Adversary)
Core Numerics
| Stat | Value | Stat | Value |
|---|---|---|---|
| Tier | 1 | Hit Points | 60 |
| Speed | 40 ft., 30 ft. fly | Player Count | 1 |
| Hit Bonus | +6 | Damage | Mod |
| Initiative | +0 | Difficulty | 6 |
Base Stats
| Attribute | STR | CON | DEX | INT | WIS | CHA |
|---|---|---|---|---|---|---|
| Modifier | +7 | +7 | +7 | +9 | +9 | +7 |
Defenses
| Defense | Value | Defense | Value | Defense | Value |
|---|---|---|---|---|---|
| AC | 16 | Aegis | 0 | Fort | 15 |
| Ref | 17 | Will | 17 | DC | 15 |
Anatomy
Head (+4): +50% damage to headshots. Artery (3) (Secret: DC) (+4): Has 6 HP. If destroyed, target takes 12 true damage. 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 (12) (+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.
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.
Stress Shock: Players must make an Endurance or Sanity check when rolling for initiative against the Emissary. If the check fails to beat its DC, the player takes Setback (1, stackable).
Vanitas: Once per round, the Emissary takes advantage on a d20 roll. When rolling for initiative, it has double advantage.
Unnatural Anatomy: Any checks to Discern the creature are made at double disadvantage. Only one Artery may be known at a time.
Actions
Flashing Star: Major action - Melee psionic attack, 10 ft. range, single-target, 3 damage, has an additional effect based on the element used. The attack repeats (but not its effect) for an auto-hit against all targets more than 10 ft. away from attacker at end of target’s next turn.
Repel: Mark the target’s location. The target is pushed 10 feet from it at the end of target’s next turn, but before any other effects that occur at end of turn.
Attract: Mark the target’s location. The target is pulled 10 feet towards it at end of target’s next turn, but before any other effects that occur at end of turn. Incantation: Major action - Ranged psionic attack, 100 ft. range, single-target, targets lesser of Fortitude or Will, forces a Stress Shock check on hit. Stellar Pause: Minor action - Psionic ability, the Bloodbrine Deledate delays the elemental effect of a Flashing Star by 1 round, taking effect at end of target’s turn after next turn. Only one such effect may be delayed at a time. Scion of the Second Coil: Special - When the Emissary Defends, its next attack is made at advantage, heals itself for 1 HP, and grants itself 24 temp HP. When the temp HP is depleted, it explodes for an effect based on the element used.
Repel: The target is pushed 10 feet from it.
Attract: The target is pulled 10 feet towards it. Solar Offspring: Special - When the Emissary Aims, it takes advantage instead. When it Averts, it imposes disadvantage instead. When it Assails, it also inflicts Daze (1 round). When it Distracts, it automatically passes and grants +3 crit range. When it Discerns, it automatically passes and it teleports the target 20 feet in a direction of choosing.
Tactics
Flashing Star forces a close range encounter. Combine it with Stellar Pause and Scion of a Golden Sun to force a movement puzzle for the player. Throw in Incantation to taste.
Drops
100 EXP
Description
A messenger from beyond the stars, carrying forth the will of these stars, embodying the universal fear of the unknown.
Be not afraid.
