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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 18 | - | - |
| Sense | 16 | - | - |
| Heart | 16 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
Guide
The Wisp leads a willing creature toward the nearest hidden object, secret passage, or concealed knowledge within 120 ft.
Reactions
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.