KING
Glamour Fey

Glamour Fey

Fey · Crown of Deception

T3d8Minor

Illusion-weaving courtiers, glamour fey enchant balls, realities shifting.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 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
Body6--
Mind16--
Sense16--
Heart16--
Cunning18--
Fate16--

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

Passives

Passive

Fey Glamour

Advantage on saves against spells and charm effects; immune to magical sleep. Cold iron cuts through its illusions and its Mirror Selves duplicates.

Passive

Spellcasting (courtly glamour)

A courtier of the shifting court, the glamour fey spins illusions, entrancing beauty, and mirrored selves until no one can tell the truth from the show.

Maneuvers

Maneuver

Mirror Selves

Conjures three illusory duplicates of itself; each absorbs one attack that would hit the fey, then bursts like soap film.

Maneuver

Entrancing Glamour

Creatures within 30 ft that can see the fey make a DC 15 Heart save or are dazed for 1 round, staring at the most beautiful being they have ever seen; the effect ends early if the fey harms them.

Tactics

GM tactics

Opens with Entrancing Glamour to charm the entire party. Spins illusions to reshape the battlefield: walls to separate enemies, pits to herd them. Uses Mirror Selves for defense. The battlefield itself becomes the glamour fey's weapon.

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.