KING
Darkling Elder

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)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

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.

Passive

Light Sensitivity

Disadvantage on attacks and Cunning checks in bright light.

Maneuvers

Maneuver

Shadow Step

Steps into one shadow and out of another, teleporting up to 60 ft between areas of dim light or darkness.

Reactions

Reaction

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.