KING
Chain Devil (construct chain)

Chain Devil (construct chain)

Construct · Crown of Domination

T3d8Minor

Linked metal serpents, chain devil constructs lash and bind, forming from enchanted links.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind4--
Sense16--
Heart8--
Cunning16--
Fate12--

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

Passives

Passive

Construct Nature

Immune to poison, charm, fear, and exhaustion; resistant to piercing damage, which slips between the links. It never flees and fights until destroyed.

Maneuvers

Maneuver

Binding Chains

Loose chains within 15 ft lash out at one creature: Body save (DC 15) or restrained. A Body check against DC 15 tears free.

Maneuver

Constrict

The chains around a restrained creature tighten: Body save (DC 15) or take 3 damage and be unable to breathe until freed; on a success, 1 Vigor damage.

Reactions

Reaction

Reactive Lash

When a creature tries to free someone from its chains, the construct makes a chain attack against that creature.

Tactics

GM tactics

Fights in rooms filled with chains and hooks. Uses Binding Chains to restrain the most mobile enemy first, then Constricts them while lashing at rescuers. It works through clustered enemies one at a time, since every loose chain in the room answers it. Most dangerous in its lair where chains hang from every surface.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.