KING
Ashmouth Preacher

Ashmouth Preacher

Fiend · Crown of Apostasy

T2d6Minor

A gaunt, robed figure with a mouth full of grey ash, the Ashmouth Preacher delivers sermons that strip divine magic of its effectiveness. Ash falls from its lips in a steady stream, and in its wake faith becomes harder to feel and prayers harder to speak.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense18--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Spellcasting (ash-sermons)

The Preacher speaks a hollow apostate liturgy that gutters divine magic; ash falls where it preaches, and prayers die on the tongue within 30 ft.

Passive

Ashes to Ashes

Its breath turns organic material to ash. A non-magical wooden weapon, shield, or holy symbol that touches the Preacher crumbles unless its bearer makes a Fate save (DC 13).

Maneuvers

Maneuver

Sermon of Emptiness

Ash spills from its lips as it preaches. Each creature within 30 ft that can hear makes a Heart save (DC 13) or gains no benefit from divine magic for 1 round: healing does nothing, blessings go silent.

Reactions

Reaction

Dusty Rebuke

When a divine spell is cast within 30 ft, the Preacher coughs a gout of ash at the caster, who makes a Body save (DC 13) or chokes and the spell fizzles.

Tactics

GM tactics

The Ashmouth Preacher wanders into combat disguised as a harmless clergyman. It opens with Sermon of Emptiness to neutralize divine support, then lets Ashes to Ashes crumble the holy symbols that touch it. It saves Dusty Rebuke for the party's cleric or paladin. It does not attack faith head-on - it fills the space between mortal and divine with dust.

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.