KING
Allip

Allip

Undead · Crown of Despair

T2d6Minor

Madness ghosts, allips babble insanity, draining sanity from living.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind18--
Sense16--
Heart16--
Cunning16--
Fate14--

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

Passives

Passive

Incorporeal Movement

Drifts through creatures, walls, and floors. Takes 1 Vigor damage if it ends its turn inside an object.

Passive

Mad Remnant

Undead: immune to poison, resistant to non-magical weapons, and fights until destroyed rather than fleeing. Speaking its name from life aloud makes it hesitate, losing its next maneuver.

Maneuvers

Maneuver

Howling Babble

Shrieks its dying secret. Each creature within 30 ft that can hear makes a Mind save (DC 13): on a failure it takes 2 damage and is stunned 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Haunting Escape

When an attack hits it, the allip fades from sight and drifts 30 ft. It reappears when it attacks.

Tactics

GM tactics

Floats through walls to find isolated victims. Uses Howling Babble to stun groups, then drifts through a wall to catch whoever follows it alone. Flees from clerics and radiant damage.

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.