A giant from the land of fey, Hynd’s blue skin is covered in sores and blisters. He uses a large staff to balance himself with his hunched back as he travels.
He once kept watch over the Well of Secrets, but decided that those secrets should be his, and immersed himself in the well. The result was his destroyed, terrifying visage, and his banishment from the realms of his people.
He still holds the universe’s truth in his body, and seeks to reveal it to the mortals he meets. He wants to be worshipped as an oracle but the truths he holds are too terrifying. So it is he must fight, and so it is that he must build his cult by force and power.
Large Level 8 Worldbreaker
Initiative +8
Burnt ash staff +13 vs AC (2 attacks) — 35 damage
Natural even hit: the target takes 10 ongoing psychic damage.
Mind blast +13 vs MD (targets 1d6 nearby foes) — 30 damage and the target is dazed (save ends)
Overwhelm: once per fight Hynd can use Mind blast as a quick action.
Worldbreaker. Hynd is a Worldbreaker. He has several powers that trigger when the escalation die hits a certain number. Each ability stays into play unless dispelled. If the number on the escalation die comes back to a certain number, abilities are not used again.
Each Worldbreaker ability can be dispelled or weakened by making a hard DC skill check of the appropriate type (as determined by the GM and hinted at in the description).
Worldbreaker: Hynd’s Sight. When the Escalation die is 1, Hynd’s sores and blisters reveal what they really are: eyes. They open all at once, sharing their visions of the world’s unflinching truth with Hynd’s foes. Whenever anyone makes rolls a D20 to hit, they roll two dice and choose one. Any creature who is not Hynd may take the higher of the two dice in exchange for taking 25 psychic damage. Hynd may take the higher of his two dice with no penalty.
Dispel: Hynd’s Sight can only be dispelled when Hynd is defeated or flees.
Weaken: Steer your mind towards more palatable truths (DC 35) as a quick action to reduce the penalty for taking the higher die to 10 psychic damage.
Worldbreaker: Unbearable Truth. When the Escalation die is 2, you must learn the world’s secrets and you must bear their terrible weight. At the beginning of each player’s turn, he must ask a question (types of question listed below) or take 50 damage and be weakened (save ends). The GM must answer the these questions truthfully, but the truth is a terrible thing. Every truth revealed should be as brutal and painful as possible. You can even replace former truths with the new, real truth; what a character thought he knew is not the real truth after all. A player may accept or reject the new truth. Accepting or rejecting the truth does not affect the revelation’s veracity, but details how well your character can cope.
Accept: Accept this horrible truth and take 30 psychic damage.
Reject: Refuse to contemplate this truth right now (DC 35) or take 40 psychic damage and ongoing 10 psychic damage (save ends).
Unbearable Truth Questions:
Escalation Die 2: Ask a question about another character in your party.
Escalation Die 4: Ask a question about something in your past or future.
Escalation Die 6: Ask a question about anything on your world, and brace for the results.
AC 24
PD 22
MD 18
HP 288