KING
Glimmer Sentinel

Glimmer Sentinel

Celestial · Crown of Vigilance

T2d6Minor

A floating, cracked glass lantern three feet across emitting cold pale light that casts too many shadows, revealing things not visibly present. Inside, an unwavering flame shaped like a narrow staring eye burns without fuel.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind18--
Sense16--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Sleepless

Cannot be put to sleep or knocked unconscious; allies within 10 ft share this immunity.

Passive

Pitiless Light

Sees through illusions, invisibility, magical darkness, and disguises within 90 ft; its pale light casts the shadows of hidden things.

Maneuvers

Maneuver

Flash Pulse

Bursts with harsh light in a 30 ft radius: hidden and invisible creatures are revealed, and creatures with darkvision or light sensitivity make a Body save (DC 13) or are blinded for 1 round.

Reactions

Reaction

Watchfire Flare

When a hidden or invisible creature moves within 60 ft, the sentinel bathes it in light, revealing it; that creature takes 1 Vigor damage.

Tactics

GM tactics

Hovers at head height, constantly scanning. Opens with Flash Pulse to reveal hidden threats and blind anything that hunts in the dark. Flares at whatever tries to slip past it. Stays near allies to share Sleepless immunity. Does not comfort-only watches and illuminates.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.