Darkling
Fey · Crown of Deception
T1d4Minor
Shadow-fey elders, darklings fade youth for power, daggers in twilight.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +1 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Death Flash
When the darkling dies, it explodes in a flash of bright light. All creatures within 10 ft make Body save or are blinded for 1 round.
Light Sensitivity
Disadvantage on attacks and Cunning checks in bright light.
Maneuvers
Dagger
Standard attack; a normal hit (piercing).
Shadow Blend
While in dim light or darkness, the darkling is invisible to creatures relying on normal vision.
Tactics
GM tactics
Attacks from darkness in groups. Uses Shadow Blend to vanish between strikes. Its Death Flash punishes melee attackers who kill it, creating openings for allies.
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.