KING
Grinning Shade

Grinning Shade

Fiend · Crown of Deceit

T2d6Minor

A thing made of living shadow that carries a stolen smile, the Grinning Shade haunts corridors and streets, projecting phantom light that reveals false versions of the environment - safe ground over pits, friendly faces on enemies.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind16--
Sense18--
Heart8--
Cunning20--
Fate16--

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

Passives

Passive

Shadow Body

Invisible while its False Light burns; resistant to damage from non-magical weapons.

Passive

False Light

Projects a phantom light source up to 60 ft away that shows a false world: doors in walls, solid ground over pits, friendly faces on foes. A creature navigating by it makes a Mind save (DC 13) each round or acts on the lie.

Maneuvers

Maneuver

Luring Beacon

The False Light turns hungry. Every creature within 60 ft that can see it makes a Mind save (DC 13) or moves toward it at full speed for 1 round, ignoring hazards.

Reactions

Reaction

Flicker

When struck, it stutters between shadow and light; the next attack against it has disadvantage.

Tactics

GM tactics

The Grinning Shade never fights directly if it can avoid it. It uses False Light to lead victims into hazards - pits, traps, enemy lairs, cliff edges. Luring Beacon pulls stragglers away from anyone who might warn them. Cornered, it flickers out of reach and flees to reset the ambush.

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.