KING
Devil's Advocate (custom)

Devil's Advocate (custom)

Fiend · Crown of Deception

T3d8Minor

Contract-law fiends, devil's advocates twist words, seals binding fates.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind22--
Sense20--
Heart16--
Cunning22--
Fate18--

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

Passives

Passive

Spellcasting (contract-magic)

Every word the devil's advocate speaks can bind; it laces compulsion and oath-magic into ordinary conversation, and its spells reach anyone within earshot.

Passive

Contractual Obligation

Any verbal agreement made with the devil's advocate is magically binding, and it knows one secret about any creature that has made a deal with any devil. Immune to fire damage and poison damage; advantage on saves against spells.

Maneuvers

Maneuver

Compel Answer

Names a promise the target has made, or demands the truth of it: the target makes a Mind save (DC 15) or is compelled to answer honestly or fulfill that promise immediately.

Maneuver

Weight of Words

Speaks an accusation at one creature within 30 ft; it makes a Mind save (DC 15) or is pressed down by the weight of its own broken word, restrained for 1 round.

Tactics

GM tactics

Negotiates infernal contracts. Exploits loopholes. Every word is a trap.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.