KING
Celestial Spirit

Celestial Spirit

Celestial · no Crown (Sacred)

T2d6Minor

Ethereal guardians, celestial spirits possess willing hosts, empowering against undead.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 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
Body6--
Mind14--
Sense14--
Heart12--
Cunning12--
Fate16--

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

Passives

Passive

Incorporeal

Moves through solid objects. Resistant to damage from non-magical weapons.

Passive

Sacred Bond

Merges with a willing creature. While merged, the host gains +2 to saves against undead and fiends and the spirit cannot act on its own.

Maneuvers

Maneuver

Sacred Burst

Radiance floods a 20 ft radius. Each undead within makes a Fate save (DC 13): on a failure it takes 2 damage and is frightened for 1 round; on a success, 1 Vigor damage.

Tactics

GM tactics

Seeks a willing host to merge with, empowering them against undead. In spirit form it strikes fiends and undead directly, passing through armor and walls alike. Uses Sacred Burst to turn groups of undead. Selfless-prioritizes protecting its host.

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.