KING
Covenant Warden

Covenant Warden

Celestial · Crown of Honor

T3d8Minor

A knight in silver half-plate with weathered features and permanently tired eyes, carrying a halberd engraved with an ancient oath in script so fine it can only be read at arm's length. It is bound by every promise it makes.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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
Body16--
Mind16--
Sense20--
Heart18--
Cunning8--
Fate18--

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

Passives

Passive

Aura of Solemnity

Within 30 ft, every spoken oath becomes magically binding, and the Warden knows an oathbreaker on sight.

Passive

Oath-Bound

The Warden cannot break its word under any circumstances. A clever opponent can extract promises that limit its actions.

Maneuvers

Maneuver

Binding Word

Speaks a command word at a sworn oathbreaker within 30 ft. The target makes a Heart save (DC 15); on a failure it takes 3 damage unless it immediately moves to fulfill its oath, on a success it takes 1 Vigor damage. Only works on a broken, voluntary oath.

Reactions

Reaction

Oath's Shield

When an ally within 10 ft who has kept their oaths is attacked, the Warden imposes disadvantage on that attack roll.

Tactics

GM tactics

Opens by standing near the party, activating Aura of Solemnity to make the stakes of dishonesty clear. Every oath spoken inside that aura is noted and binding. Attacks oathbreakers with its oath-graven halberd while using Binding Word on the most egregious betrayer. Exploitable through its Oath-Bound weakness.

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.