KING
Flame Sprite

Flame Sprite

Celestial · no Crown (Sacred)

T1d4Minor

Fiery fey-celestials, flame sprites ignite hope, dancing lights against despair.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +1  ·  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+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind12--
Sense12--
Heart8--
Cunning12--
Fate14--

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

Passives

Passive

Tiny

40 ft fly speed. Advantage on Cunning checks to hide.

Passive

Illumination

Sheds bright light in a 10 ft radius and dim light for another 10 ft

Passive

Fire Immunity

Immune to fire damage

Maneuvers

Maneuver

Fire Touch

Standard attack. Ignites flammable objects.

Tactics

GM tactics

Swarms in groups, using Illumination to reveal hidden enemies. Fire Touch to harass. Flees when alone-dangerous only in numbers.

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.