KING
Astral Elf

Astral Elf

Celestial · no Crown (Sacred)

T2d6Minor

Star-sailing warriors, astral elves duel with longswords, homes in crystal spires.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense14--
Heart8--
Cunning14--
Fate16--

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

Passives

Passive

Fey Ancestry

Advantage on saves against charm, immune to magical sleep, and sees in darkness up to 60 ft.

Maneuvers

Maneuver

Starlight Step (1/day)

Teleports up to 30 ft to an unoccupied space in dim light or darkness.

Maneuver

Starfire Mark

One creature within 60 ft makes a Sense save (DC 13) or takes 1 Vigor damage and sheds dim starlight for 1 round, unable to hide or benefit from invisibility.

Tactics

GM tactics

Engages at range with its starbow, closing to melee with its longsword. Uses Starlight Step to reposition tactically. Marks hidden enemies with Starfire Mark so they cannot vanish again. Fights with graceful precision and ancient discipline.

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.