KING
Ashen Remnant

Ashen Remnant

Fiend · Crown of Despair

T1d4Minor

A humanoid figure made of compacted grey ash roughly the size of a child, its features suggested but never defined. It moves with shuffling resignation, arms at its sides, head bowed -- not aggressive, simply drawn toward the living by their warmth.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +4  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense16--
Heart14--
Cunning8--
Fate14--

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

Passives

Passive

Decay Touch

Whatever the remnant touches ages: wood rots, metal rusts, cloth crumbles. A creature it hits a second time has one random carried item crumble to dust (magic items resist on a Fate save, DC 11).

Passive

Persistent Form

It never flees. When destroyed it collapses into a heap of ash and reforms in 4 hours unless the ash is scattered across running water.

Maneuvers

Maneuver

Ash Cloud

The remnant bursts into a 15 ft cloud of choking grey ash. Each creature inside makes a Body save (DC 11): on a failure it takes 1 Vigor damage and is blinded for 1 round.

Tactics

GM tactics

Shambles toward the warmest living creature. Uses Decay Touch repeatedly to rot equipment and age targets. Employs Ash Cloud when surrounded to create breathing room. Not aggressive but relentless -- simply keeps approaching and touching until everything around it has decayed.

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.