KING
Angel (Deva)

Angel (Deva)

Celestial · no Crown (Sacred)

T3d8Minor

Winged emissaries of divine will, devas descend with maces of light, healing allies and smiting evil with holy fury.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart8--
Cunning16--
Fate18--

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

Passives

Passive

Spellcasting (seraphic prayers)

It carries the tongue of the celestial choir; it has advantage on saves against spells and its every spoken word in that language cuts at corruption.

Maneuvers

Maneuver

Holy Fire

Cold white fire descends on the unrighteous. Each enemy within 30 ft makes a Fate save (DC 15): on a failure it takes 3 damage and is blinded for 1 round, on a success it takes 1 Vigor damage.

Maneuver

The Laying on of Hands (1/day)

Its palm glows with warmth; a creature it touches removes 1 wound and is cured of one disease or poison.

Reactions

Reaction

The Shield of the Faithful

When an ally within 30 ft is hit by an attack, wings of light flare around it: the ally gains +4 AC against the triggering attack.

Tactics

GM tactics

Descends to heal wounded allies first, then burns evil targets with Holy Fire. Speaks its seraphic prayers against clusters of fiends or undead. Protects the weakest with The Shield of the Faithful. Retreats only if the mission demands survival.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.