KING
Herald Immutable

Herald Immutable

Celestial · Crown of Zeal

T4d10Minor

A tall figure in brass armor etched with scripture, carrying a curved brass horn as long as a spear. Its fierce, handsome face burns with absolute conviction. When it speaks, the air vibrates. Small flames dance at the corners of its mouth.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense20--
Heart18--
Cunning8--
Fate18--

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

Passives

Passive

Indestructible Voice

Its speech carries clearly to 300 ft through any noise or magical silence. Even if killed, its last proclamation echoes in the area for days, repeating every hour.

Maneuvers

Maneuver

Horn Blast

A 30 ft cone of crushing sound. Body save (DC 17): 4 damage on a failure, 1 Vigor damage on a success.

Maneuver

Proclamation

Once per fight, it speaks an absolute truth about a person, place, or event within 60 ft. The truth cannot be denied, suppressed, or forgotten. Those it concerns make a Heart save (DC 17) or are stunned for 1 round by the weight of revelation.

Reactions

Reaction

Thunderous Retort

When a creature within 60 ft tries to suppress truth, silence speech, or destroy a record of knowledge, the Herald may turn a Horn Blast on it.

Tactics

GM tactics

Always speaks first-opens with Proclamation to reveal a crucial hidden truth, then turns the horn on anyone who tries to shout it down. Uses Horn Blast against groups of enemies. Relies on Indestructible Voice as a final deterrent-even killing it does not silence the truth. Arrives, speaks the truth once, and fights to ensure the truth is heard.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 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.