KING
Communion Phantom

Communion Phantom

Fiend · Crown of Apostasy

T4d10Minor

A figure of translucent grey light in the shape of whatever divine figure the viewer most associates with answered prayer - always slightly wrong, the halo cracked, the wings missing feathers. It hovers in temples and above the beds of the faithful, intercepting prayers and replacing divine answers with doubt.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind18--
Sense20--
Heart18--
Cunning20--
Fate18--

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

Passives

Passive

Spellcasting (counterfeit revelation)

It works a stolen liturgy, speaking in the borrowed voices of gods to pour false prophecy, abandonment, and doubt into the minds of the faithful within 30 ft.

Passive

Intangible

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

Maneuvers

Maneuver

Phantasmal Slayer

It reaches into one mind within 30 ft and clothes that creature's deepest terror in stolen divine light, hideously real. Mind save (DC 17) or take 4 damage and be frightened for 1 round; on a success, 1 Vigor damage.

Reactions

Reaction

Counterspell

When a prayer or spell is worked within 30 ft, the Phantom answers in the caster's own god's voice and unmakes it. The caster makes a Heart save (DC 17) or the working fails and is wasted.

Tactics

GM tactics

The Communion Phantom avoids direct combat. It hovers near divine spellcasters, intercepting prayers and replacing answers with silence and doubt. It works its counterfeit liturgy on sleeping targets for maximum impact. It saves Counterspell for the party's most devout member, unmaking the prayer in the voice of the god who should have answered it. It tells you your god is not listening - and it tells you this in your god's own voice.

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.