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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 16 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 20 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Shadow Body
Invisible while its False Light burns; resistant to damage from non-magical weapons.
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
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
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.