KING
Curiosity Wisp

Curiosity Wisp

Celestial · Crown of Discovery

T1d4Minor

Small orbs of crystalline light the size of a clenched fist, cycling through every color in a pattern that never repeats. They move with the erratic enthusiasm of a child exploring a new room, emitting a faint tingle of delight at the base of the skull.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind18--
Sense16--
Heart16--
Cunning16--
Fate16--

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

Passives

Passive

Revelation

The Wisp pulses brighter the closer it drifts to a concealed door, hidden mechanism, buried object, or obscured text. It cannot speak, but it can lead.

Passive

Distraction of Wonder

A creature that sees the Wisp for the first time makes a Heart save (DC 11) or is dazed for 1 round, watching it in genuine wonder.

Maneuvers

Maneuver

Guide

The Wisp leads a willing creature toward the nearest hidden object, secret passage, or concealed knowledge within 120 ft.

Reactions

Reaction

Evasive Shimmer

When grabbed or trapped in a container, the Wisp phases free in a stinging flash; the would-be captor takes 1 Vigor damage.

Tactics

GM tactics

Curiosity Wisps do not fight in any conventional sense. They guide, reveal, and fascinate. They use Distraction of Wonder to stall aggressors while leading allies toward hidden knowledge. They flee from greed and violence but always return to the curious and the scholarly.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.