Ember Sprite
Celestial · Crown of Liberation
T1d4Minor
Small humanoid shapes of flickering orange flame, about one foot tall, dancing through the air with manic energy. Their fires burn cold to the innocent but scorch the hands of slavers and tyrants.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 16 | - | - |
| Cunning | 14 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Flame of Defiance
Cannot be grabbed or restrained; nets, chains, and cages fail to hold it. Its fire burns cold against the innocent and sears only slavers, jailers, and tyrants.
Contagious Courage
Allies within 10 ft cannot be frightened.
Maneuvers
Spark of Rebellion
Touches the bonds of a restrained, imprisoned, or enslaved creature. Ropes fray, locks loosen, chains crack: the restraint can then be forced or picked with a Body or Cunning check (DC 11).
Reactions
Defiant Spark
When an ally within 10 ft is grabbed or restrained, the sprite darts over and immediately uses Spark of Rebellion on that ally's bonds.
Tactics
GM tactics
Ember Sprites dart through bars and dance on chains, using Spark of Rebellion to weaken restraints. They flee when directly attacked but always return. They focus entirely on freeing the imprisoned rather than fighting, and their fire sears only slavers and jailers.
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.