KING
Flying Sword

Flying Sword

Construct · no Crown (Mundane)

T1d4Minor

Enchanted blades hovering in air, flying swords slash autonomously, patrolling halls without fatigue.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 13  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC1313 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
Body14--
Mind4--
Sense10--
Heart10--
Cunning6--
Fate10--

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

Passives

Passive

Mindless Construct

Immune to poison, charm, and fear. It fights until destroyed instead of fleeing at 0 Vigor.

Passive

False Appearance

While motionless, indistinguishable from an ordinary sword mounted on a wall or resting in a rack.

Passive

Hover

Floats in the air and cannot be knocked prone. If its enchantment is dispelled or suppressed, it clatters to the ground inert.

Maneuvers

Maneuver

Spinning Strike

Whirls up to 20 ft through the air and attacks one creature along its path.

Tactics

GM tactics

Waits motionless until intruders approach, then strikes without warning. Attacks the nearest creature. Pursues fleeing targets throughout its patrol area but cannot leave the building or area it guards.

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.