KING
Debt Shade

Debt Shade

Fiend · Crown of Mammon

T2d6Minor

A translucent silhouette with empty pockets turned inside out, trailing wisps of grey mist. Golden coins glow where its eyes should be, and it makes no sound except a faint jingling. It is what becomes of mortals who die owing Mammon -- their souls foreclosed upon.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense18--
Heart16--
Cunning18--
Fate16--

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

Passives

Passive

Incorporeal

Immune to damage from nonmagical weapons. Drifts through walls and floors, but takes 1 Vigor damage if it ends its turn inside a solid object.

Passive

Debt Collector

A creature the shade kills rises as a new debt shade within a day, its soul foreclosed upon.

Maneuvers

Maneuver

Draining Grasp

Its cold fingers reach into a touched creature's chest: Heart save (DC 13) or the target takes 2 damage and is weakened for 1 round; on a success it takes 1 Vigor damage.

Reactions

Reaction

Distracted by Coin

When a handful of coins or more is scattered on the ground within 30 ft, the shade spends its next turn counting them instead of acting.

Tactics

GM tactics

Flies through walls to ambush isolated targets. Opens with Draining Grasp on physically strong targets, then keeps a hand on them until the debt is collected. Pursues fleeing victims relentlessly. Can be temporarily stalled by scattering coins.

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.