KING
Cobweb Haunt

Cobweb Haunt

Fiend · Crown of Sloth

T3d8Minor

A translucent, drifting shape like a torn curtain given vaguely human form, the Cobweb Haunt drains not blood but years of life - hair greys, skin wrinkles, joints stiffen - while its aura of neglect causes combatants to simply forget it exists.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  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+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind16--
Sense18--
Heart16--
Cunning18--
Fate18--

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

Passives

Passive

Aura of Neglect

From the second round of combat on, each creature within 30 ft makes a Mind save (DC 15) at the start of its turn or forgets the Haunt exists until the Haunt damages it, unable to target or acknowledge it.

Passive

Intangible

Physical weapons pass through the Haunt unless blessed, silvered, or magical.

Maneuvers

Maneuver

Stolen Decades

Lays a translucent hand on a creature within 5 ft. Body save (DC 15) or take 3 damage as years drain away, hair greying and joints stiffening; on a success, 1 Vigor damage.

Reactions

Reaction

Drift Away

When a creature attacks the Haunt, it drifts 10 ft away without sound; the attacker makes a Mind save (DC 15) or loses interest in pursuing until its next turn.

Tactics

GM tactics

The Cobweb Haunt relies on its Aura of Neglect to avoid attention while it drains victims one by one. It targets spellcasters and leaders first - their years are the most valuable. It drifts clear of anyone who fixes on it, letting the aura settle again so it can feed uninterrupted. Silvered or magical weapons are required to harm it.

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.