KING
Censer Moth

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)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense18--
Heart18--
Cunning12--
Fate16--

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

Passives

Passive

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

Maneuver

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

Reaction

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.