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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 12 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Celestial Mount
Serves as a mount; its rider gains +1 AC while mounted. Its golden barding makes it resistant to necrotic damage.
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
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.