Censer Moth
Celestial · Crown of Faith
T1d4Minor
Large moths with stained-glass wings of olive green and gold, trailing fragrant sacred smoke that smells of whatever the viewer associates with sacred spaces. Their slow, deliberate flight traces patterns resembling prayer gestures.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 18 | - | - |
| Cunning | 12 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Incense Trail
The moth's flight leaves a hanging ribbon of sacred smoke. Undead and fiends cannot cross the trail for 1 round after it is laid.
Maneuvers
Sacred Cloud
Releases a 20 ft cloud of holy incense that lingers 1 round. Undead and fiends inside take 1 Vigor damage at the start of their turn; the faithful inside regain 1 Vigor at the start of theirs.
Reactions
Faithful Shield
When an ally within 30 ft must save against an effect from an undead or fiend, the moth wafts smoke over them and they save with advantage.
Tactics
GM tactics
Censer Moths provide support rather than direct combat. They lay incense trails to create barriers against undead and fiends, amplify allied divine spells, and use Sacred Cloud to protect and heal the faithful. They avoid direct confrontation and flee if pressed, but always return.
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.