KING
Darkling

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)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

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.

Passive

Light Sensitivity

Disadvantage on attacks and Cunning checks in bright light.

Maneuvers

Maneuver

Dagger

Standard attack; a normal hit (piercing).

Maneuver

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.