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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fey Ancestry
Advantage on saves against charm, immune to magical sleep, and sees in darkness up to 60 ft.
Maneuvers
Starlight Step (1/day)
Teleports up to 30 ft to an unoccupied space in dim light or darkness.
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.