KING
Ember Sprite

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)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense18--
Heart16--
Cunning14--
Fate16--

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

Passives

Passive

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.

Passive

Contagious Courage

Allies within 10 ft cannot be frightened.

Maneuvers

Maneuver

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

Reaction

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.