KING
Feywild Stalker

Feywild Stalker

Fey · no Crown (Mundane)

T3d8Minor

Ethereal hunters, feywild stalkers phase through portals, bows of moonlight.

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
Body8--
Mind16--
Sense16--
Heart16--
Cunning18--
Fate16--

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

Passives

Passive

Keen Senses

Its moonbow has a 120 ft reach, and it has advantage on checks to spot hidden creatures.

Maneuvers

Maneuver

Fey Step

Teleports up to 30 ft to a space it can see, leaving a faint shimmer where it stood.

Maneuver

Piercing Moonbeam

The stalker charges its next shot. A creature it hits before the end of its turn must make a DC 15 Fate save or be outlined in cold moonlight for 1 round: it cannot hide or turn invisible, and attacks against it have advantage.

Tactics

GM tactics

Opens from extreme range with Piercing Moonbeam to mark targets. Fey Steps after each shot, never firing twice from the same place. Hunts relentlessly across planes, pursuing marks through portals if necessary.

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.