KING
Dread Helm

Dread Helm

Construct · Crown of Despair

T1d4Minor

Fear-infused helmets, dread helms possess wearers, driving them to berserk rages.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 14  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1414 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
Body14--
Mind4--
Sense12--
Heart10--
Cunning6--
Fate10--

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

Passives

Passive

Construct Nature

Immune to poison, disease, charm, and fear. Mindless: it never flees and fights until destroyed.

Passive

False Appearance

Motionless, it is indistinguishable from an ornate helmet. Dispel magic or an antimagic field drops it inert for 1 round.

Maneuvers

Maneuver

Possess

Launches onto an adjacent creature's head. The target must save (DC 11) or be possessed: the helm drives the host into a berserk frenzy, attacking the nearest creature with the host's own weapons. The host repeats the save at the end of each of its turns, and the helm can be wrenched off with a Body check (DC 11).

Tactics

GM tactics

Sits in a treasure hoard or on an armor stand, waiting for someone to put it on. Once worn, takes control immediately. Drives the host to attack allies, swinging at whoever comes closest, including anyone trying to help. The helm must be physically pulled off the host (Body check, DC 11) to end possession.

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.