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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 16 | - | - |
| Sense | 16 | - | - |
| Heart | 8 | - | - |
| Cunning | 16 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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
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.
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
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.