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Chapter 10D — The Cast in Their Prime (Mythic)

The endgame versions of the major cast — decades past their book-one youth, at the height of their power. These are mythic stat blocks: a normal party cannot win against them by force, and is not meant to. The archons are cosmological events; the guild-Leader legends are dragon-god-tier threats a party flees, negotiates with, or survives only because the character chose to spare them. Each character’s Early Years block lives in; this is what they become.

Master’s-Guide only. When a major character’s stat block appears on their profile, both the Early-Years and the In-Their-Prime block are shown.


the Black That Cancels Every Color

*Archon of Chaos · beyond-mortal · CR 30 (MYTHIC / STORY-TIER).* The Key come fully open — the Knowing, the Heart, the Dream, and the Green overlapped into a single absolute black, a void that gives no light back and reads every mind in reach as a door already ajar.

AC 22 · HP 638 (44d12 + 352) · Speed 40 ft.

STR16+3
DEX24+7
CON26+8
INT30+10
WIS28+9
CHA30+10

Saves INT +19, WIS +18, CHA +19, CON +17 · Skills Insight +18, Deception +19, Persuasion +19, Investigation +19, Arcana +19, Perception +18 · Resistances/Immunities immune to psychic and necrotic (she drinks both); immune to radiant and to any light- or Order-emission not cast by Oen, healing HP equal to half the damage it would have dealt; resistant to all other damage from non-archonic sources; immune to charmed, frightened, stunned, paralyzed, blinded, exhaustion, and to any effect that would read, seize, command, or alter a mind — every such effect inverts and is turned back upon its source · Senses truesight 120 ft., blindsight 1 mile (she perceives the interior — thought, fear, want, honesty — of every thinking creature within a mile, whether or not she can see it), passive Perception 28 · Languages telepathy with any mind she can perceive; understands and speaks into all languages · CR 30 (155,000 XP)

Traits: The Key — You Cannot Win by Force. Cyl is the subtractive sum of all pigment: absolute black, an absence given will. A weapon that strikes her finds no vital point to break, because there is nothing under the void to rupture — she has a stat block only in the sense that a black hole has a diameter. Damage does not defeat her; it merely spends the mortal shell. The party cannot win this exchange. They can only be released from it. Unassailable (Legendary Resistance 5/Day). If Cyl fails a saving throw, she may choose to succeed instead. She automatically succeeds on any save against an effect that targets her mind, soul, senses, or will, and this does not spend a use. Presence — The Void That Drinks the Room (aura, 120 ft.). Color and light dim toward Cyl within 120 ft., as if the air were being spent. Every creature that begins its turn in the aura must make a WIS save (DC 27) or become Fascinated until the start of its next turn — it cannot look away from the black, takes no reactions, and has disadvantage on attacks against any creature but Cyl. She also reads the surface thought, fear, and want of every creature in the aura without action or cost, and always knows when she is lied to. Every plan made inside the aura is made in a room where she is already reading the plan. The Knowing Runs Free (all four currents at once). Cyl cannot be surprised and cannot be caught off her guard; she knows what a creature intends before it commits, so any attack roll or check made to deceive, feint, or outmaneuver her is made with disadvantage. The One Fixed Point. Cyl’s entire being is oriented on Oen. If Oen is present and threatened, she abandons every other target on the board without hesitation, her save DCs against anything standing between them rise by 2, and there is no cost she will not pay — the survival of the region, the species, or the world included. Mythic Ascension. The first time Cyl is reduced to 0 HP, she does not die. She comes fully into her archonic nature — eyes gone void, a halo the light does not return from, the four currents overlapping into one absolute black. She regains 319 HP, every creature within 120 ft. repeats the Presence save at disadvantage, and her Mythic Actions unlock for the rest of the scene. This is phase two — the thing the CR 13 block warned you was off the table.

Actions: Multiattack. Cyl uses Unmake the Self twice and The Played Thought, Perfected once — or Unmake the Self once and Absolute Black. Unmake the Self. One creature Cyl perceives within 1 mile makes a WIS save (DC 27), taking 55 (10d10) psychic damage and being Stunned until the end of its next turn on a failure (half, no stun, on a success). On a failure by 5+, its sense of itself frays — until it finishes a long rest it does not reliably know who it is, whom it loves, or why it came, and it acts each turn on a single instinct Cyl allows it. The Played Thought, Perfected. Cyl places one clear thought into the mind of every creature she chooses within 120 ft.; each knows the thought is not its own and must succeed on a WIS save (DC 27) or act on a one-sentence intention Cyl names on its next turn (nothing instantly, obviously suicidal). Absolute Black (Recharge 5–6). Cyl opens, for one instant, all the way. Every creature of her choice in a 60-ft. radius makes a CON save (DC 25) and a WIS save (DC 27): on a failed CON save, 66 (12d10) necrotic-adjacent damage as its warmth, color, and certainty are drawn into the void (half on success); on a failed WIS save, every sustained effect it maintains ends and it cannot cast, weave, or channel until the end of its next turn. Light of every kind within the radius is extinguished for the round; only Cyl sees. The Long Room, Perfected (signature). At prime the room behind a mind is hers to a degree the young Cyl only reached for. She enters it as a bonus action — or for free at the end of any creature’s turn — fixing on any number of creatures she can see within 120 ft.; each makes a WIS save (DC 27). Inside she owns the clock utterly: the subjective hours she spends there pass as a single instant to the world, and nothing outside the room moves until she steps back out. On each failed save she may speak (hold a full silent conversation, learn all the mind knows, and leave in it whatever she wishes it to believe as its own certain memory) or cut — and her cuts are now surgical. No neighboring memory bleeds; nothing too deep or too load-bearing resists the lift; and the one she edits need never know it was touched, walking out of the room a person made slightly, permanently different, sure the change was always so. A life’s love, a decade of faith, the whole of who someone was — taken clean between one breath and the next and set down somewhere they will never find it. Restoration requires a Tier 9 Working or direct divine intervention, and even then only if the excised memory was witnessed and recorded elsewhere; what Cyl takes cleanly is, for every practical purpose, gone.

Bonus Actions: Ride the Room. Cyl rides the attention of every creature within 120 ft. at once; until the start of her next turn she has advantage on every attack, check, and save against any of them. Drink the Working. End one ongoing spell or Working she perceives and gain temporary HP equal to twice its tier.

Reactions: It Was Already Unmade. When a creature within 120 ft. casts, weaves, or attacks, Cyl may draw the certainty out of the act: INT save (DC 27) or the effect simply does not resolve, and the action is spent. The Void Answers. When Cyl takes damage, she may absorb up to 30 of it, healing that amount instead.

Legendary Actions (3/round; end of another creature’s turn): Ride. Cyl rides one creature’s attention. Whisper (costs 1). One creature she perceives makes a WIS save (DC 27) or takes 22 (4d10) psychic and has disadvantage on its next attack. Unmake (costs 2). Cyl uses Unmake the Self against one creature.

Lair Actions (Initiative 20): • Every creature makes a WIS save (DC 27) or turns to face Cyl and loses its reaction until initiative 20 next round. • A 30-ft. radius drains to absolute black, heavily obscured to all sight (even truesight) but Cyl’s. • Cyl pulls one creature’s worst hour to the surface: WIS save (DC 27) or Frightened and reliving it on a loop until the end of its next turn, taking no reactions. Regional Effects: Within ~6 miles of Cyl’s prolonged presence: pigment fails (dyes run grey, lamps never quite bright enough); secrets will not hold (truths rise unbidden, lies come apart at dinner tables); certainty erodes (coins land “right” only half the time, ledgers won’t reconcile); sleepers share dreams and wake knowing strangers’ secrets. Fades over 2d10 days if she leaves — though the region is never quite as bright again. Mythic Actions (phase two): two per round, end of another creature’s turn, while phase two is active. • The Green. 30-ft. radius erupts in generative Chaos: CON save (DC 27) or 45 (10d8) damage and Restrained. • The Heart Taken (costs 2). Cyl seizes every emotion within 120 ft. and names one; WIS save (DC 27) or feel only that, at full tide, unable to act against her, 1 minute (save ends). • Erase (costs 2). One creature she perceives makes a WIS save (DC 27) or is removed from every other creature’s perception until the end of Cyl’s next turn — unseen, unheard, unremembered mid-sentence, un-aidable, and its allies won’t recall it was there.

Running them: This is not a fight; it is what happens to a battlefield when an archon stops pretending to be a girl. A full party of 20th-level heroes in front of Prime Cyl should feel like a candle in front of an open window — she is not attacking them so much as being present, and presence is enough. Play her attention as the weapon: she has read the plan, knows which of them is in love and which is afraid, and barely raises her voice. She spares people out of disinterest, not mercy, and the only reliable way a party survives crossing her is that she was thinking about someone else. That someone is Oen — threaten him anywhere in the scene and every restraint above is void.

the Sum of All Emitted Light

*Archon of Order · beyond-mortal · CR 30 (MYTHIC / STORY-TIER).* The sum of all emitted light come fully white — the Binding, the Weight, the Current, and the Unmaking running at once through one being, the world resolving into obedient geometry around him and the Hollow simply unable to keep its shape in the room.

AC 25 · HP 744 (48d12 + 432) · Speed 40 ft. (moves through worked stone and metal freely, the geometry parting and re-closing behind him)

STR28+9
DEX20+5
CON28+9
INT30+10
WIS24+7
CHA22+6

Saves STR +18, CON +18, INT +19, WIS +16 · Skills Investigation +19, Arcana +19, Athletics +18, Perception +16, Insight +16, History +19 · Resistances/Immunities immune to force, radiant, and lightning (his own emitted channels); immune to necrotic and cold from Hollow-origin sources; resistant to all other damage; immune to being restrained, paralyzed, grappled, knocked prone, or moved against his will — nothing binds the Binder; immune to charmed, frightened, blinded, deafened, and exhaustion · Senses truesight 120 ft., structural sense 1 mile (every structure, load-line, seam, and the exact weak point of anything bearing weight), Hollow-sense 1 mile (every Hollow-origin creature registers as wrong-against-the-architecture, visible or not), passive Perception 26 · Languages speaks the Founding-era binding-cant fluently; understands and speaks all languages · CR 30 (155,000 XP)

Traits: The Sum of All Emitted Light — You Cannot Win by Force. Oen sees the load-bearing weakness of every object, structure, and creature in the room — and has none of his own, because the geometry of the world braces him the way a keystone is braced by its arch. Force does not defeat Order; force is the thing Order resolves. Reducing his body to 0 spends the mortal shell and nothing more. The party walks out because he decided the geometry should let them. Unassailable (Legendary Resistance 5/Day). If Oen fails a save, he may choose to succeed instead. He automatically succeeds on any save against forced movement, binding, restraint, or displacement, without spending a use. Presence — Clarified (aura, 120 ft.). Within 120 ft. the space resolves into geometry: dust settles in patterns, metal hums, illusions dissolve, invisibility ends, lies feel obvious. Worked stone and metal answer him — enemies gain no benefit from cover he does not permit. Each creature that begins its turn in the aura makes a WIS save (DC 26) or is Awed until the start of its next turn: its speed is halved and it takes no reactions. The battlefield becomes his diagram. Order-Sight, Total. Oen cannot be surprised or flanked; attacks against him gain no advantage from concealment, position, or invisibility, and Hollow creatures are always visible to him. Order Sunders the Hollow, Utterly. Any Hollow-origin creature that begins its turn within 120 ft. makes a CON save (DC 27) or is unmade and its seam sealed as a passive fact of his presence; his Workings against the Hollow never miss and always close the seam. The One Fixed Point. Oen’s whole architecture bends toward Cyl. If Cyl is threatened, his save DCs against anything between them rise by 2 and the restraint that makes him a builder switches off. Mythic Ascension. The first time Oen is reduced to 0 HP, he does not die — he comes fully white, every channel at once. He regains 372 HP, every creature within 120 ft. repeats the Presence save at disadvantage, and his Mythic Actions unlock for the rest of the scene.

Actions: Multiattack. Oen uses Weight-Fall twice and The Binding, Absolute once — or Weight-Fall once and Reshape the Hall. Weight-Fall (the Weight). STR save (DC 26): 58 (9d10+9) force and knocked Prone and Restrained under bound weight until the end of its next turn (half on success); against a structure he simply names the failure and it obeys. The Binding, Absolute. A creature within 120 ft. makes a STR save (DC 27) or is Paralyzed until the end of its next turn (CR 5 or lower fails automatically); or he halts one ongoing effect as though never declared, or seals one Hollow seam permanently. Reshape the Hall (Recharge 5–6). Oen rewrites a 60-ft. cube’s architecture: DEX save (DC 26), 55 (10d10) bludgeoning and Restrained in the new geometry (half, no restraint, on success); the space is his terrain until he reshapes it again. Sun-Vent, Full. Every ally within 120 ft. makes one attack or moves full speed as a reaction and gains +2 to attacks and saves until the end of Oen’s next turn; each enemy within 30 ft. makes a DEX save (DC 26) or takes 36 (8d8) radiant.

Bonus Actions: Set the Bench (mass). Every ally within 120 ft. gains +2 AC, a keened edge (+1d6), or a grip-light until the start of his next turn. Name the Load. Name one creature/structure’s weak point; the next attack against it before Oen’s next turn is a critical hit if it hits.

Reactions: The Correction, Writ Large. When any creature within 120 ft. (ally, enemy, or himself) fails a check or save, Oen may add +10, potentially turning failure to success. Nothing Crosses. When a creature he sees casts, he raises a shell of bound-light: the effect cannot cross it, protecting him and allies within 20 ft. Immovable. Negate forced movement, prone, or displacement on himself or an ally within 30 ft.

Legendary Actions (3/round; end of another creature’s turn): Advance. Move up to his speed, through stone if he likes, without provoking. Bind (costs 1). One creature within 120 ft. makes a STR save (DC 27) or is Restrained until the end of its next turn. The Dome (costs 2). A 20-ft.-radius bound-light shell for 1 round; Workings, ranged attacks, and Hollow creatures cannot cross inward, allies’ attacks cross out.

Lair Actions (Initiative 20): • The floor reshapes: difficult terrain for enemies, sure footing for allies, until initiative 20 next round. • A wall of bound-light (60×20×1 ft., AC 25, immune to nonmagical damage) rises; only his allies pass through. • Worked stone or metal seizes one creature: STR save (DC 27) or Restrained (escape DC 27) until initiative 20 next round. Regional Effects: Within ~6 miles of Oen’s prolonged presence: structures self-correct (cracks close, foundations settle plumb, machinery runs clean); the Hollow cannot seep (seams stay shut, seepage dissolves, no new incursion holds); light clears (illusions fail, forgeries look wrong, lies get harder to tell); the geometry turns uncanny (right angles proliferate, metal hums). Fades over 2d10 days if he leaves. Mythic Actions (phase two): two per round, end of another creature’s turn, while phase two is active. • The Current. A 120-ft. line of ozone-cyan force: DEX save (DC 27) or 55 (10d10) lightning and no reactions until end of its next turn. • The Unmaking (costs 2). One creature/object he perceives makes a CON save (DC 27) or takes 66 (12d10) radiant-force disintegration; reduced to 0, its body resolves into settling dust in the shape it should have kept. • Seal (costs 2). Every seam within 120 ft. Bound shut, every summoned/seepage creature makes a CON save (DC 27) or is dismissed, and every enemy makes a STR save (DC 27) or is Restrained in bound-light until Oen’s next turn.

Running them: This is not a fight; it is a load-bearing calculation being performed on the room the party is standing in. Prime Oen does not duel — he engineers, at the scale of architecture and reality, and a full party of 20th-level heroes reads to him like a loose bolt to a bridge: noted, weighed, not urgent. Against the Hollow he is the final answer in the world. He is calm, plain, and unmoved to the end — with exactly one exception, and her name is Cyl. If both stand on the same field at Prime, stop rolling: that is not an encounter, it is the end or the remaking of the story, and the only question left is which one they have decided it will be.


Written to be admired and fled, not farmed. The Early-Years cards (in ) remain the versions a party can actually cross blades with; these Prime cards are the shadow those characters throw across the back half of the campaign. If a Prime figure ever rolls initiative against the party in earnest, the honest read is that a prior scene set the wrong stakes — their power is meant to be felt long before it is ever rolled.

the Hulk of Hakkar

*Ironclast/Bulwark · Leader of the Masons and king of the Hakkari frontier · CR 27 (MYTHIC).* The wall that walks, at the age where he no longer holds anything back because nothing alive still requires him to — and Ahntyr, the angel's blade, no longer merely cuts but decides which walls remain standing.

AC 22 (Founding oath-metal harness; +Con) · HP 522 (36d12+288) · Speed 40 ft.

STR28+9
DEX14+2
CON26+8
INT14+2
WIS18+4
CHA18+4

Saves Str +17, Con +16, Wis +12, Cha +12 · Skills Athletics +25, Intimidation +12, Insight +12, Perception +12, History +10 · Resistances/Immunities resistance to bludgeoning, piercing, slashing (from any source while standing); immune to frightened, charmed, exhaustion, prone, and to being moved against his will · Senses structural sense 120 ft. (feels every load-line, join, and fault in any worked structure or standing body), passive Perception 22 · Languages Sulamir Standard, Hakkari, Founding Tongue · CR 27 (105,000 XP)

Traits: Legendary Resistance (5/Day). If Kane fails a save, he may succeed instead — the wall does not fail. Presence — The Stillness That Reads As Death (aura). At prime Kane is never tense, because nothing here can require it, and the calm is the weapon. Any hostile creature that starts its turn within 60 ft. and perceives him makes a WIS save (DC 23) or is stilled — speed halved, disadvantage on its first attack that turn, and it cannot Dash, its own body refusing to close with a man who has not raised his guard. Fail by 5+ and it is also Frightened until the end of its turn. Held In Reserve, Released (signature, escalated). Kane’s melee hits ignore resistance to bludgeoning/piercing/slashing and treat immunity to those as resistance. The first time each round he strikes a structure, wall, gate, or Gargantuan creature, the blow lands automatically as a critical hit. The Wall Hits Back. The first time each turn Kane takes damage, his next melee hit before the end of his next turn deals additional damage equal to what he took (max 60). Living Bastion. Allies within 20 ft. gain +2 AC and can’t be knocked prone or forcibly moved while Kane stands. Grit (20; short/long rest). Mythic Ascension — Open the Gate (recharges after a short rest). The first time Kane drops to 0 HP and is not killed by an effect he could not have seen, he does not fall — he drops Ahntyr’s point to the stone, lets his guard down entirely (the smallest private smile), regains 261 HP, and unlocks his Mythic Actions. Until the encounter ends, both attacks against him and his own attacks are made with advantage. Where the book-one card’s Last Stand keeps him up for a minute, here staying up is when the fight actually begins.

Actions: Multiattack. Three attacks with Ahntyr, or two and one Breaker’s Blow. Ahntyr (celestial greatsword). Melee Attack: +17, reach 10 ft. Hit: 22 (4d6+9) slashing plus 18 (4d8) radiant — the blade burns clean and does not gutter; a creature reduced to 0 by the radiant is unmade at the seam, and Hollow-origin creatures take an extra 22 (4d10) radiant. Breaker’s Blow (1/turn, 3 Grit, on hit). Add 48 (6d12+9) bludgeoning; any wall, gate, span, or structure within 15 ft. of the blow’s line is levelled, and each creature within 15 ft. of it makes a DEX save (DC 25) or takes 33 (6d10) and is knocked prone under the fall. Draw the Eye. Every hostile creature within 60 ft. makes a WIS save (DC 23) or has disadvantage on attacks against anyone but Kane until the end of his next turn.

Bonus Actions: Hold the Line (2 Grit). Hostile creatures that start within 15 ft. have speed 0 until his next turn (STR save DC 25 to break), with an advantaged opportunity attack on any that try to leave. Unbreakable Stance. Until he moves, all his saves succeed on a 5+, and ranged attacks against him have disadvantage.

Reactions: Shrug It Off (1 Grit). Reduce one attack’s damage by 4d12+8. Immovable (1 Grit). Negate any push, pull, teleport-drag, prone, or forced movement on himself or an ally within 20 ft. The Gate Closes. When a creature within 10 ft. hits an ally, make one Ahntyr attack against the attacker.

Legendary Actions (3/round; end of another creature’s turn): Advance. Move up to his speed without provoking; the stilling re-triggers for anyone he ends adjacent to. Sword-Strike (costs 1). One Ahntyr attack. Name the Load (costs 1). Name a weak point; the next attack against it before his next turn is a critical hit. Set the Wall (costs 2). Until his next turn, allies within 30 ft. take half damage from the next source that hits them; the halved amount is dealt to Kane instead, and The Wall Hits Back triggers on it.

Lair Actions (Initiative 20): In a hall, fortress, or quarry he has claimed: • the floor heaves into a chest-high rampart (half cover, or full for prone allies) where he wills; • stone grips one creature (DEX save DC 23 or Restrained, escape DC 23); • the building leans toward the fight — allies within the space may reroll one failed save until his next turn. Regional Effects: Within ~6 miles of a hold Kane rules: no structure fails by accident (siege-craft works at disadvantage); non-combatants have advantage on saves vs. fear and vs. being caught in collapses. Fades over 2d10 days if he falls and the Ascension is spent. Mythic Actions (phase two):Everything, Handed Over (costs 2). One Ahntyr attack that is an automatic critical hit with Breaker’s Blow applied free; if it drops the target, the radiant unmaking spreads to one creature within 15 ft. • The Vow That Broke Chains (costs 2). Kane speaks a one-sentence oath; until the encounter ends, allies within 60 ft. are immune to frightened/charmed, cannot be reduced below 1 HP by a single hit, and add his CON modifier (+8) to the first save each turn.

Running them: The book-one Callum is a CR 9 who pulls his blows against anything weaker than a peer, afraid of his own hand. Delete the fear. At prime he is certain nothing in the room requires him to hold back, and that certainty reads, correctly, as the approach of a landslide. Show the party Kane at ease — hands visible, voice low, Ahntyr still at his back — and let them understand the ease is the threat. This is a wall to negotiate with, not a fight to win; the clean answer is the one the whole Mason tradition is built on — give him a reason to stand for you. He never has to make the first threat.

Too Quick to Follow

*Duelist/Storm-of-Steel · Right Hand and co-sovereign of Hakkar · CR 26 (MYTHIC).* Where Kane is the wall, Roan is the reason nothing reaches it — a duelist so far past the speed of the eye that the fight is decided in the half-second before anyone else has drawn.

AC 23 (heirloom leather + Too Quick; 25 in Guard Form) · HP 420 (40d10+200) · Speed 60 ft. (80 in Evasive Form)

STR18+4
DEX28+9
CON20+5
INT18+4
WIS18+4
CHA16+3

Saves Dex +17, Con +13, Wis +12, Int +12 · Skills Acrobatics +25, Stealth +17, Insight +12, Perception +20, Athletics +12, Persuasion +11 · Resistances/Immunities resistance to all damage from attacks she can see; immune to being surprised, restrained, paralyzed, or knocked prone · Senses blindsight 30 ft., passive Perception 30 · Languages Sulamir Standard, Hakkari, Founding Tongue · CR 26 (90,000 XP)

Traits: Legendary Resistance (5/Day). She simply is not where the failure would have landed. Presence — Impossible Speed (aura). Any creature that starts its turn within 60 ft. and sees her makes a WIS save (DC 22) or is outpaced — it loses its reaction until its next turn and has disadvantage on opportunity attacks and on its first attack against her, her position always a beat stale. Fail by 5+ and it also can’t benefit from advantage that turn. Too Quick to Hit (signature, escalated). When a creature she can see hits her, she may halve the damage (no reaction, once per turn); if the roll didn’t beat her AC by 5+, she takes no damage and may move 10 ft. without provoking. She adds her WIS modifier (+4) to AC vs. any attacker who hasn’t yet damaged her this combat. Twin Fangs. Both blades add full DEX (+9). Blood in the Water. On a crit or kill, one free attack against a different creature and regain 20 HP. Form Points (24; short/long rest). Iron Composure (1/round, 2 FP). Reroll a failed save. Mythic Ascension — She Was Never There (recharges after a short rest). The first time she drops to 0 HP and isn’t killed by something she couldn’t see, the blow lands on an afterimage — she is standing 30 ft. away, untouched, regains 210 HP, takes a full turn as a reaction, and unlocks her Mythic Actions. Phase-two Roan stops sharing a clock with the battlefield.

Actions: Multiattack. Six attacks with her paired blades and the heirloom rever (allies remember it as a single silver blur and a target already falling). Short Blade / Rever. Melee Attack: +17, reach 5 ft. Hit: 16 (2d6+9) slashing (18 in Aggressor Form), plus 4 (1d8) on each hit after the first against the same target. Flurry (1/turn, 1 FP, when any blade hits). Two additional attacks. Perfect Tempo (2 FP). One additional full action; may be spent more than once per combat.

Bonus Actions: Switch Form. Guard (+2 AC, negate the first hit each round), Aggressor (+4 damage, off-hand crits on 19–20), or Evasive (+20 ft., Disengage in movement, advantage on DEX saves). Feint (1 FP). Advantage on all attacks against one creature this turn. Read the Room. Name whom each enemy will target; allies gain +2 AC against any attack she called.

Reactions: Uncanny Parry. Negate one seen attack’s damage (in Guard Form, deflect it into an adjacent creature). Riposte (1 FP). On a negate/halve, one blade attack with advantage, +13 (2d12). Not Today (2 FP). When an ally within 30 ft. is hit, she takes the attack instead and applies Too Quick to Hit.

Legendary Actions (3/round; end of another creature’s turn): Step (costs 1). Move up to her speed without provoking; Impossible Speed re-triggers for creatures she passes. Fang (costs 1). One blade attack. Storm of Steel (costs 2). Three attacks among creatures in reach, then reposition 20 ft. Already Answered (costs 2). A creature she sees makes a DEX save (DC 22) or its next action is wasted, countered by a strike it never saw form.

Lair Actions (Initiative 20): On a rooftop line, dueling floor, or scouted ground: • three-quarters cover from every creature until her next turn; • a called opening (an ally makes an attack with advantage against a target she indicates); • one creature loses its next reaction and has its speed halved until her next turn. Regional Effects: Within ~6 miles of a frontier she holds: no ambush succeeds against those under her protection; her allies act on the first round as if they rolled maximum initiative. Fades over 2d10 days if she falls and the Ascension is spent. Mythic Actions (phase two):Between Two Heartbeats (costs 2). An entire extra turn at the end of the current creature’s turn. • Every Blade at Once (costs 3). One attack against every hostile creature within reach or a single 30-ft. dash; each hit applies Blood in the Water.

Running them: The book-one Tara is a CR 8 beatable by a lucky crit. At prime the mortality has been engineered out. Hold her book-one trait of tightening as violence lands and make it total — Roan narrating who takes the left and who takes the right while she is already killing the third person. A party experiences her not as damage to out-race but as a wall of "you do not get to land that." The despair is different from Kane's: not we cannot break the wall but we cannot even touch her. Flee, or find something she is willing to protect and stand behind it.

The Right Hand, For One

*Heartstring/Cadence · Leader of Bavit-vita, the war-chanter whose voice moves armies · CR 27 (MYTHIC).* At prime her chant is no longer a buff on six allies but a hand laid across the will of an entire field — raising her own line and breaking the enemy's in the same breath.

AC 21 (Founding march-harness, shield) · HP 500 (40d10+280) · Speed 30 ft.

STR14+2
DEX22+6
CON24+7
INT14+2
WIS18+4
CHA26+8

Saves Cha +16, Dex +14, Con +15, Wis +12 · Skills Performance +24, Persuasion +16, Insight +12, Medicine +12, Intimidation +16, Acrobatics +14 · Resistances/Immunities resistance to psychic and thunder; immune to frightened, charmed; allies within her aura share her immunity to frightened · Senses passive Perception 12 · Languages Merjayan, Sulamir Standard, Founding Tongue (mantric) · CR 27 (105,000 XP)

Traits: Legendary Resistance (5/Day). The line does not break where Singh stands. Reaching: The Heart (save DC 24), Heart Workings up to Tier 8. Presence — The Heart at Overwhelming Scale (aura). Prime Singh is the room’s emotional weather within 120 ft. At the start of each turn she names one emotion — courage, dread, grief, or calm. Chosen allies gain the benefit (courage: immune to frightened, +1d6 to attacks/saves; calm: end a condition, 20 temp HP). Enemies make a WIS save (DC 24) or are subject to it (dread: Frightened; grief: disadvantage on attacks; calm: no reactions). March Discipline. When she takes the Attack action she may hand a d12 Heartstring Die to every ally within 30 ft. More Than She Seems (escalated). Advantage and crit-on-18–20 on her first attack each round against any creature that underestimated her. Weathered Strings. Reroll a Loss-Menu or Fray result once. Mythic Ascension — The Downbeat Refused (recharges after a short rest). The first time she drops to 0 and isn’t slain outright, she turns her own Death-March Coda on herself: rises, regains 250 HP, every downed ally within 60 ft. returns to 1 HP and may move and attack, and she unlocks her Mythic Actions.

Actions: Multiattack. Two blade attacks and one Working, or two Workings. Mahir and Nayan. Melee Attack: +14, reach 5 ft. Hit: 13 (2d6+6) slashing plus 9 (2d8) thunder; on a hit, hand a d12 to an ally within 60 ft. Rally the War (Tier 6). Up to forty allies within 120 ft. add 1d8 to attacks and saves, are immune to frightened, gain 30 temp HP, and may stand from prone or 0 HP (to 1) without spending movement, 1 minute. This raises an army. Break Their Nerve (Tier 8, Recharge 5–6). Every enemy within 300 ft. makes a WIS save (DC 24) or is Frightened 1 minute and drops what it holds; fail by 5+ and it routs outright. Whole battle-lines have run on a single verse.

Bonus Actions: Heartstring Die (d12). Answer the Verse. A downed/fleeing ally within 120 ft. may spend a die to stand and act. Second Wind. 40 (2d10+30) HP.

Reactions: Chant of the Line. An ally within 120 ft. that fails a save vs. frightened/charmed/stunned succeeds instead (no die). Sour Note. Subtract a d12 from a roll within 60 ft. Refuse the Fall (1/round). An ally dropping to 0 within 60 ft. drops to 1 instead, moves, and attacks; Singh gains 1 Fray.

Legendary Actions (3/round; end of another creature’s turn): Blade (costs 1). One blade attack. Hand the String (costs 1). Give a die, spendable immediately. Turn the Field (costs 2). Re-name her Presence emotion and force every enemy in the aura to re-save. Hold the Line (costs 2). Every ally within 60 ft. moves up to their speed and makes one weapon attack.

Lair Actions (Initiative 20): On a field, march-road, or Mother-Hall square: • every ally gains 15 temp HP and repositions 10 ft. without provoking; • one enemy commander makes a WIS save (DC 24) or is Frightened and cannot command until her next turn; • one downed ally returns to 1 HP. Regional Effects: Within ~6 miles of an army or hall she leads: allied and civilian populations are immune to magical fear and rout-panic while she chants; the wounded recover at twice the rate; her forces coordinate across the region as if in earshot. Fades over 2d10 days if she falls and the Ascension is spent. Mythic Actions (phase two):No One Falls (costs 2). Until her next turn, no ally within 120 ft. can be reduced below 1 HP by a single hit, and the first who would drop is healed 60 HP. • End It Here (costs 3). Every enemy within 300 ft. makes a WIS save (DC 24) or lays down its weapon and takes no hostile action for 1 minute or until harmed.

Running them: The book-one Singh is a CR 10 deputy the courtly rooms underrate. Keep the underrating; make its cost apocalyptic. Her power is not damage, it is the will of the battlefield — a party fights its own morale as much as her blades, watching their nerve break while her fallen keep standing back up. She does not want the fight; she is a healer first. The exit is real: give her a wound she can tend instead of a war she has to win.

He Who Holds the Cycle

*Heartstring/Counterpoint · Leader of Bavit-vita, the deepest Heart the continent has ever produced · CR 28 (MYTHIC).* He Who Holds the Cycle at full tide — a consciousness that has already outlived the death of a universe, ending battles with a sentence and unremovable from the board by anything a party can do to a body.

AC 20 (the Presence turns most blows aside before they land) · HP 570 (60d8+300) · Speed 30 ft.

STR12+1
DEX16+3
CON20+5
INT18+4
WIS22+6
CHA28+9

Saves Cha +17, Wis +14, Con +13, Dex +11, Int +12 · Skills Insight +22, Persuasion +25, Performance +17, History +12, Medicine +14 · Resistances/Immunities resistance to psychic, necrotic, thunder; immune to frightened, charmed, exhaustion; cannot be reduced to true, permanent death by any force a mortal party commands (see Cyclic Consciousness) · Senses truesight 60 ft. (perceives the shape of an acquaintance across cycles, bonded pairs, and the recently and soon-to-be dead), passive Perception 16 · Languages Merjayan, Sulamir Standard, Founding Tongue (mantric); the tongues of cycles that have ended · CR 28 (120,000 XP)

Traits: Legendary Resistance (5/Day). He has already seen this save fail in another universe and declines to repeat it. Reaching: The Heart (save DC 25), Heart Workings up to Tier 9 — the deepest recorded. Presence — Cosmic Consciousness (aura). To stand within 90 ft. of Emez is to be made briefly aware of the death and rebirth of the universe. A creature that starts its turn in the aura makes a WIS save (DC 25) or is overcome by one register he is running — dread (Frightened, 22 (4d10) psychic) or awe (Incapacitated until end of turn). Allies he shelters are instead steadied (advantage on saves, immune to fear). The Dual Register (escalated). At the start of each turn, roll a d6. On a 6, cosmic clarity — his next Working costs no Fray and its DC is 27. On a 1, the present slips (he loses his action, but a random enemy within 60 ft. suffers A Voice From the Cycle free). Threshold Sight. Cannot be surprised; always knows bonded pairs, oaths, and nearness to death. Cyclic Consciousness (signature, why he is CR 28). When his body drops to 0, the self that is Emez does not resolve — it persists across the death and rebirth of the universe. Reducing the body to 0 ends the encounter and settles nothing cosmological; the party has won a battle against a man who cannot be killed in the sense they mean. Mythic Ascension — The Cycle Reasserts (recharges after a long rest). The first time the body would drop this scene, it does not fall: he regains 285 HP, the Presence swells to 120 ft., the Dual Register’s dysfunction ends for the scene (treat every roll as a 6), and his Mythic Actions unlock.

Actions: Multiattack. One Working (or One Heart), or two Heart-Blade attacks and one Working. Heart-Blade. Melee Attack: +11, reach 5 ft. Hit: 9 (1d6+6) slashing plus 18 (4d8) psychic, and the target makes a WIS save (DC 25) or is Charmed until the end of Emez’s next turn. One Heart (Tier 8, Recharge 5–6). Every creature he chooses within one mile makes a WIS save (DC 25) or feels, at full tide for 10 minutes, one emotion he names — dread, awe, grief, calm, or surrender. Armies have laid down on a single casting. The Word That Stops the War (1/scene). At initiative or as an action, every creature within 300 ft. that hears him makes a WIS save (DC 25) or cannot take hostile action until the end of its third turn.

Bonus Actions: Lend the String. A d12 to an ally within 90 ft. Still Water. End frightened/charmed/enraged on any creature within 60 ft. — friend or foe.

Reactions: Turn the Phrase. Reword a hostile Working into calm; the caster makes a CHA save (DC 25) or it fizzles. Sour Note. Subtract a d12 from a roll within 60 ft. A Voice From the Cycle. When a creature within 90 ft. attacks, name a true hidden thing about it; WIS save (DC 25) or the attack has disadvantage and it is Frightened until end of turn.

Legendary Actions (3/round; end of another creature’s turn): Name It (costs 1). Use A Voice From the Cycle. Lend the String (costs 1). Hand a d12. Still the Field (costs 2). Recast Still Water on up to five creatures within 60 ft. Surrender (costs 2). One creature within 120 ft. makes a WIS save (DC 25) or lays down its weapon until Emez’s next turn.

Lair Actions (Initiative 20): In the eastern grove or Mother Hall: • every creature makes a WIS save (DC 25) or is subject to his current Presence emotion; • one downed ally returns to 1 HP, or a slain enemy’s grief turns nearby foes (disadvantage until his next turn); • he ends one condition on himself and every ally within 60 ft. Regional Effects: Within ~6 miles of a hall or grove he keeps: open violence is hard to sustain (combatants save each dawn, DC 20, or their resolve thins; blood feuds go quiet); the grieving and dying are drawn toward his halls and none die there afraid; the Heart-sensitive feel a low steady presence “underneath” the region. If the body is destroyed and the Ascension spent, these effects do not fade — they thin, and locals say he only stepped further into the cycle. Mythic Actions (phase two):End the Battle (costs 2). Cast One Heart without expending its recharge, naming surrender; every enemy within one mile that fails lays down its weapons for the scene or until harmed. • You Have Killed Nothing (costs 3). Each creature that has damaged him this scene makes a WIS save (DC 25) or is Frightened until the encounter ends and comprehends, unbearably, that the thing before them persists past the death of the world; the immune instead have disadvantage on all attacks against him for the scene.

Running them: The book-one Emez is already a CR 15 the chapter warns "leaves the stat block behind." The Prime card is that warning made literal. You cannot win the argument by killing him, because the thing that is Emez does not end when the body does. Run him almost never as a brawler — he moves the room, surrenders armies, names the true hidden thing that takes the fight out of whoever came to swing. A party that "defeats" Emez should be handed the frightening knowledge that they interrupted him, not removed him. As in youth, Singh is the anchor that keeps him inside this cycle; threaten her and the cosmic register carries him half out of the present — and a half-present Emez is not safer, only stranger and larger. There is no version where the party wins by force, because there is no force that reaches what he is.