KING
Ache Phantom

Ache Phantom

Fiend · Crown of Lust

T2d6Minor

In its natural form, a translucent warmth without a source, the feeling of someone standing just behind you. When it shifts, it becomes perfectly, heartbreakingly accurate -- the smile is right, the voice is right. The only thing wrong is that it is here when the real one is not.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense18--
Heart18--
Cunning16--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Shape of Longing

The phantom wears the form of whatever its victim misses most: a lost loved one, an idealized self. This is true shapeshifting, not illusion; a creature saves (Heart, DC 13) to see it for what it is.

Passive

Comfort Kill

A creature that willingly accepts the phantom's embrace takes 1 Vigor damage at the start of each of its turns and feels only warmth; it does not notice the harm until it sees through the disguise.

Maneuvers

Maneuver

Shared Longing

Every creature within 20 ft sees the phantom as someone it grieves. Each saves (Heart, DC 13) or cannot attack the phantom for 1 round.

Reactions

Reaction

Heartbreaking Plea

When attacked, the phantom cries out in the voice of someone the attacker loves. The attacker saves (Heart, DC 13) or the attack is wasted.

Tactics

GM tactics

Approaches in the form of whatever the most emotionally vulnerable party member desires. Uses Comfort Kill to bleed a victim who feels only warmth. Employs Shared Longing to prevent the rest of the party from interfering. Targets characters who are separated from loved ones. Devastatingly effective against the lonely and grieving.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.