KING
Deathlock

Deathlock

Undead · Crown of Deception

T2d6Minor

Pact-breaking warlock wraiths, deathlocks spell from shadows, souls fueling.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 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
Body14--
Mind18--
Sense16--
Heart14--
Cunning16--
Fate8--

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

Passives

Passive

Undead Pact

Immune to poison damage; does not breathe, tire, or sicken. Bound to its patron even in death, it fights until destroyed instead of fleeing at 0 Vigor.

Maneuvers

Maneuver

Hunger of Hadar

Tears open a 20 ft sphere of freezing blackness within 60 ft for 1 minute. The area is difficult terrain, sight cannot pierce it, and a creature inside takes 1 Vigor damage at the start of each of its turns.

Reactions

Reaction

Hellish Rebuke

When hit by an attack, the attacker is wreathed in hellfire: Body save (DC 13) or take 2 damage; on a success take 1 Vigor damage.

Tactics

GM tactics

Opens with Hunger of Hadar to control the battlefield. Works its pact magic from range and lets the sphere do the killing. Hellish Rebuke punishes anyone who closes with it. Serves its patron's will even in death.

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.