KING
Covet Fiend

Covet Fiend

Fiend · Crown of Lust

T4d10Minor

A tall, lean humanoid with skin the color of a fresh bruise and eyes like hot coals, its fingers ending in hooks rather than nails. Its face is permanently contorted in agonized wanting -- mouth open, brow furrowed, eyes wide. It pants constantly, chasing something it will never catch.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +7  ·  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+7d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense18--
Heart8--
Cunning20--
Fate18--

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

Passives

Passive

Detect Desire

Always knows what every creature within 60 ft wants most. Cannot be charmed or fooled by illusions.

Passive

Jealousy Shield

Takes no damage from any creature currently gripped by its Covet Gaze; their heart is not in the fight.

Maneuvers

Maneuver

Covet Gaze

One creature within 60 ft makes a Heart save (DC 17) or is shown something it desperately wants in another's hands; it must spend its turns trying to seize that thing by any means (save ends at the end of its turns).

Reactions

Reaction

Envious Deflection

When attacked by a creature not under its Covet Gaze, the attacker makes a Heart save (DC 17) or the fiend twists its wanting; the attack is redirected at a target of the fiend's choosing in reach.

Tactics

GM tactics

Opens by reading the party with Detect Desire. Uses Covet Gaze on the most jealous or competitive party members, turning them against each other, and gazes at whoever hits hardest so its Jealousy Shield blanks them. Envious Deflection turns the rest of their blows onto allies. Stays at range, letting affected targets do the fighting. The fiend does not create desire -- it weaponizes what is already there.

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.