KING
Celestial Charger

Celestial Charger

Celestial · no Crown (Sacred)

T2d6Minor

Armored warhorses of heaven, celestial chargers trample foes, barding gleaming gold.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  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+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart12--
Cunning12--
Fate16--

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

Passives

Passive

Celestial Mount

Serves as a mount; its rider gains +1 AC while mounted. Its golden barding makes it resistant to necrotic damage.

Passive

Trampling Charge

If it moves at least 20 ft straight toward a creature and hits it, the target makes a Body save (DC 13) or is knocked prone.

Maneuvers

Maneuver

Thundering Charge

Gallops up to 60 ft in a straight line. Each creature in its path makes a Body save (DC 13): on a failure it takes 2 damage and is knocked prone; on a success, 1 Vigor damage.

Tactics

GM tactics

Charges into enemy lines with Thundering Charge, trampling everything in its path. Carries its rider into optimal position and keeps moving so Trampling Charge stays available. Fearless in battle.

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.