KING
Demon (Rutterkin)

Demon (Rutterkin)

Fiend · Crown of Despair

T1d4Minor

Mutated abyssal rejects, rutterkin spew acid, lurking in chasms as cannon fodder.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  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+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Abyssal Hide

Resistant to cold, fire, and lightning damage; immune to poison damage.

Passive

Crippling Fear

Its warped shape gnaws at the mind. Enemies within 10 ft have disadvantage on saves against fear.

Maneuvers

Maneuver

Bile Spew

Vomits stinging bile in a 15 ft cone: Body save (DC 11) or take 1 damage and be poisoned for 1 round; on a success take 1 Vigor damage.

Tactics

GM tactics

Failed demonic experiments. Spreads fear and bile. Used as shock troops.

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.