Collar Fiend
Fiend · Crown of Domination
T4d10Minor
A gaunt, elongated humanoid with skin like black leather and unnaturally long hooked fingers, the Collar Fiend materializes collars of black iron around its victims' throats - maintaining up to seven enslaved creatures at once while wearing its own collar open, like a necklace.
Tier 4 · Role Minor · Pool Vigor 4 (+4 overflow) · AC 14 · ATK +7 · Save DC 17 · Dmg 4 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 18 | - | - |
| Sense | 20 | - | - |
| Heart | 16 | - | - |
| Cunning | 20 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Servant Collection
Maintains up to 7 collared thralls at once and usually arrives with several. It wears its own collar open, like a necklace; killing the Fiend breaks every collar.
Maneuvers
Enslave
One creature within 30 ft makes a Heart save (DC 17), at -1 for each of: wounded, frightened, or abandoned by allies. On a failure a collar of black iron snaps shut around its throat; the victim keeps its wits but cannot act against the Fiend or disobey its spoken commands.
Hierarchy of Pain
One collared creature within 120 ft convulses in agony and loses its action this round.
Reactions
Meat Shield
When attacked, the Fiend yanks a collared thrall within 10 ft into the blow; the thrall takes the hit instead.
Tactics
GM tactics
The Collar Fiend targets the most vulnerable party member first with Enslave, exploiting any conditions (low health, fear, isolation). It uses enslaved creatures as shields and weapons, commanding former allies to attack each other. It never threatens - threats imply a choice, and the Collar Fiend has already removed that. Killing the Fiend frees all non-permanent collars. An enslaved creature can attempt a Heart save at -4 to resist if an ally spends their entire turn encouraging resistance.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
- A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
- 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 8 kills it outright, and a single blow of 8 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.