KING
Arcane Eye (construct variant)

Arcane Eye (construct variant)

Construct · no Crown (Mundane)

T1d4Minor

Floating magical orbs, arcane eye constructs scout invisibly, relaying visions to wizards.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 12  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body4--
Mind12--
Sense10--
Heart6--
Cunning14--
Fate10--

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

Passives

Passive

Invisible Watcher

Invisible while it does not attack. It hovers, cannot be knocked prone, and can squeeze through gaps as narrow as an inch.

Passive

Magical Link

Relays everything it sees and hears to its creator within 1 mile; the creator can look through the eye at will. Its destruction warns the creator the area is watched.

Maneuvers

Maneuver

Flash Burst

Discharges a blinding flare. Each creature within 10 ft makes a Cunning save (DC 11) or is blinded until the end of its next turn. The flash reveals the eye.

Tactics

GM tactics

Avoids combat entirely, serving only as a scout. Uses Flash Burst to escape if discovered. It has no attack worth making. Its destruction alerts the creator that the area is being watched.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.