KING
Branded Hound

Branded Hound

Fiend · Crown of Domination

T1d4Minor

Lean, jet-black dogs with smoldering coal eyes and the sigil of the Ebony Rod branded on their flanks, Branded Hounds track bitten prey across any distance through a supernatural "mark of submission" - running in perfect silence, in perfect formation.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 12  ·  ATK +4  ·  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+4d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart8--
Cunning16--
Fate14--

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

Passives

Passive

Brand Tracking

Tracks any creature it has bitten across any distance, following the mark of submission left by its teeth, and the pack runs in perfect silence. Only breaking the curse ends the mark.

Passive

Pack Hierarchy

The pack always knows which among them is strongest. They never fight among themselves; the weakest positions itself to die first.

Maneuvers

Maneuver

Obedience Bark

The pack leader barks a command. Creatures within 30 ft make a Heart save (DC 11) or drop to their knees, prone, for 1 round, the body obeying before the mind can refuse.

Reactions

Reaction

Sacrificial Positioning

When the pack leader is hit by an attack, the weakest hound throws itself into the blow and takes the hit instead.

Tactics

GM tactics

Branded Hounds do not attack immediately. They bite once to apply Brand Tracking, then follow at a distance in perfect silence. When the prey is exhausted, they surround and press inward. The pack leader uses Obedience Bark to force submission. They never stop pursuing. They never accept escape.

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.