Darkling Elder
Fey · Crown of Deception
T2d6Minor
Ancient shadow manipulators, darkling elders teleport shadows, covens in gloom.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 12 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Death Burn
When the elder dies it bursts into consuming flame. Every creature within 10 ft makes a Body save (DC 13): on a failure it takes 2 damage; on a success it takes 1 Vigor damage. Nonmagical objects in range catch fire.
Light Sensitivity
Disadvantage on attacks and Cunning checks in bright light.
Maneuvers
Shadow Step
Steps into one shadow and out of another, teleporting up to 60 ft between areas of dim light or darkness.
Reactions
Fading Step
When hit by an attack, teleports 15 ft to an area of dim light or darkness.
Tactics
GM tactics
Snuffs every light it can reach and fights where the gloom is deepest. Shadow Steps between dark pockets, striking and vanishing. Leads darkling minions, using their Death Flashes strategically.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 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.