KING
Gilt Lurker

Gilt Lurker

Fiend · Crown of Mammon

T1d4Minor

Vaguely humanoid figures of dripping liquid gold that move with slow deliberation, leaving gilded footprints that harden into permanent metallic smears. Their touch coats flesh in gold, gradually petrifying victims into solid gold statues.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning8--
Fate14--

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

Passives

Passive

Gilding Touch

When its grasp hits, the target makes a Body save or the struck limb stiffens under gold plate, giving disadvantage on actions using it. Three failed saves and the victim becomes a solid gold statue worth 500 gp. Scraping the gilt off during a Recovery removes one failed save.

Passive

Drawn to Coin

Shuffles toward the sound of clinking coins within 120 ft. A thrown purse can lead it away.

Maneuvers

Maneuver

Molten Splash

Flings droplets of liquid gold in a 10 ft cone. Each creature in the cone makes a Body save or takes 1 damage and saves against Gilding Touch; on a success it takes 1 Vigor damage.

Reactions

Reaction

Golden Residue

When struck by a melee attack, the attacker makes a Body save or the weapon is gummed with hardening gold: disadvantage on attacks with it until cleaned, which takes 1 minute.

Tactics

GM tactics

Approaches slowly, targeting a single victim and applying Gilding Touch repeatedly. Splashes molten gold over anyone already partly gilded to force another save. Retreats only if outnumbered, leaving golden statues as warnings.

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.