The Uncarved
Adversary overview
Anti-God of Uncreation
Before the Celestial Emperor drew forth chaos from the Void to create the World within the Astral Sea there was no Uncarved because the Void was not aware of itself. However the removal of potential from the Void created fractures within the unity of pure potential that led to the creation of The Uncarved. There are always exactly seven Uncarved, one for each plane of existence. Should any Uncarved ever be killed a new one would spawn to take its place within 1d10 weeks. This new Uncarved will not have any memories of its predecessor but is otherwise functionally identical. Each Uncarved takes the form of a gargantuan, vaguely humanoid, figure with features that make a mockery of the plane it represents. For example, The astral Uncarved is the black silhouette of a person with red stars for eyes while the Faerie Uncarved looks like a shambling, hundred-foot-tall mound of plant material topped with a massive deer skull.
The Uncarved rarely leave the Void but, when they do, they bring apocalyptic carnage in their wake as each Uncarved is waited upon, at all times, by an Outer Realms Abomination that serves as its mount and their ministers are Demon Princes. The Uncarved hate existence and seek to return to pure, undifferentiated, potential. As such they constantly scheme for ways to enter into the world and invest power in cultists to serve as their agents in the planes as often as possible. The principal duty of the Celestial Host is to keep the Uncarved from escaping the Void.
Stat block
Standard attack
Features
Passives
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Relentless (4)
This adversary can be spotlighted up to 4 times per GM turn. Spend Fear as usual to spotlight them.
Actions
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Reinforcementsstress 1
Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
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For the Realm!stress 1
Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.
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Wave of Unmakingstress 2
The Uncarved can mark two stress to unleash the Wave of Unmaking. This causes every creature that is not a demon within far range to suffer 4d12 direct damage. Creatures may make an instinct reaction roll to reduce the damage to half.
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Aura of Fearfear 1
The demon spends a fear to present the full terror of its demonic aspect. All PCs within far range must make a reaction roll against the demon's difficulty or gain the Terrified condition. A Terrified character must retreat to very far range and cannot move closer to the demon as long as they are Terrified. If a player marks a stress they can end the Terrified condition.
Reactions
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Momentum
When this adversary makes a successful attack against a PC, you gain a Fear.
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Pouncestress 1
When the Uncarved is attacked by any character it may mark a stress to move to a point within far range and then make an attack against a creature within close range, dealing 4d12+12 damage on a hit.
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Unreal Form
When the Uncarved takes damage, reduce it by 1d20. If the Uncarved marks 1 or fewer Hit Points from a successful attack against them, you gain a Fear.
Motives & tactics
Experiences
The Uncarved
Tier 4 solo
Anti-God of Uncreation
Motives & Tactics: Entropy, Apocalypse, Silence, Destroy, Collapse
Difficulty: 24 | Thresholds: 41 / 70 | HP: 12 | Stress: 7
ATK: +9 | Ray of Unmaking: Far | 4d12+12 Magical
Experience: —
HP:
Stress:
Features
Relentless (4) – Passive: This adversary can be spotlighted up to 4 times per GM turn. Spend Fear as usual to spotlight them.
Reinforcements – Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
For the Realm! – Action: Mark a Stress to spotlight 1d4+1 allies. Attacks they make while spotlighted in this way deal half damage.
Wave of Unmaking – Action: The Uncarved can mark two stress to unleash the Wave of Unmaking. This causes every creature that is not a demon within far range to suffer 4d12 direct damage. Creatures may make an instinct reaction roll to reduce the damage to half.
Aura of Fear – Action: The demon spends a fear to present the full terror of its demonic aspect. All PCs within far range must make a reaction roll against the demon's difficulty or gain the Terrified condition. A Terrified character must retreat to very far range and cannot move closer to the demon as long as they are Terrified. If a player marks a stress they can end the Terrified condition.
Momentum – Reaction: When this adversary makes a successful attack against a PC, you gain a Fear.
Pounce – Reaction: When the Uncarved is attacked by any character it may mark a stress to move to a point within far range and then make an attack against a creature within close range, dealing 4d12+12 damage on a hit.
Unreal Form – Reaction: When the Uncarved takes damage, reduce it by 1d20. If the Uncarved marks 1 or fewer Hit Points from a successful attack against them, you gain a Fear.
The Uncarved
Before the Celestial Emperor drew forth chaos from the Void to create the World within the Astral Sea there was no Uncarved because the Void was not aware of itself. However the removal of potential from the Void created fractures within the unity of pure potential that led to the creation of The Uncarved. There are always exactly seven Uncarved, one for each plane of existence. Should any Uncarved ever be killed a new one would spawn to take its place within 1d10 weeks. This new Uncarved will not have any memories of its predecessor but is otherwise functionally identical. Each Uncarved takes the form of a gargantuan, vaguely humanoid, figure with features that make a mockery of the plane it represents. For example, The astral Uncarved is the black silhouette of a person with red stars for eyes while the Faerie Uncarved looks like a shambling, hundred-foot-tall mound of plant material topped with a massive deer skull.
The Uncarved rarely leave the Void but, when they do, they bring apocalyptic carnage in their wake as each Uncarved is waited upon, at all times, by an Outer Realms Abomination that serves as its mount and their ministers are Demon Princes. The Uncarved hate existence and seek to return to pure, undifferentiated, potential. As such they constantly scheme for ways to enter into the world and invest power in cultists to serve as their agents in the planes as often as possible. The principal duty of the Celestial Host is to keep the Uncarved from escaping the Void.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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The Uncarved Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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