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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 16 | - | - |
| Sense | 18 | - | - |
| Heart | 16 | - | - |
| Cunning | 18 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
Intangible
Physical weapons pass through the Haunt unless blessed, silvered, or magical.
Maneuvers
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
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.