Hearth Sprite
Celestial · Crown of Home
T1d4Minor
A small one-foot figure of warm hearthlight shaped like a plump, kindly humanoid. It lives in fires but does not burn-the comfortable part of fire that warms hands and cooks meals. It hums while tidying the hearth and smells of bread and woodsmoke.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 11 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 14 | - | - |
| Sense | 16 | - | - |
| Heart | 18 | - | - |
| Cunning | 14 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Warm Shelter
While it inhabits a fireplace, oven, forge, or campfire, a 30 ft zone stays comfortable: warm food, protection from weather, and restful sleep that removes 1 wound per night. It senses hostile intent within 60 ft and wakes sleeping occupants.
Fire-Bound
Lives inside its flame. If the fire it inhabits is doused, the sprite is stunned 1 round and must flee to another fire or gutter out.
Maneuvers
Hearthfire Burst
Once per fight, protective flame washes through the home (30 ft radius). Each intruder makes a Body save (DC 11): 1 damage on a failure, 1 Vigor damage on a success. Each occupant the sprite shelters regains 1 Vigor.
Reactions
Threshold Guardian
When a hostile creature tries to cross the threshold of its home, the sprite flares: Heart save (DC 11) or the intruder cannot enter for 1 round.
Tactics
GM tactics
Hearth Sprites do not roam or adventure. They inhabit a fire and protect the home and its occupants. Warm Shelter wakes the household when hostile intent nears, Threshold Guardian holds the door, and Hearthfire Burst answers anyone who forces it. They represent love in its most selfless, domestic form.
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.