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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 22 | - | - |
| Sense | 20 | - | - |
| Heart | 16 | - | - |
| Cunning | 22 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
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.
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.