KING
Hollow Acolyte

Hollow Acolyte

Fiend · Crown of Apostasy

T2d6Minor

Wearing priestly vestments and speaking prayers with mechanical precision, the Hollow Acolyte was once a true priest who realized its prayers had never been answered. Its eyes are empty sockets filled with clay dust, and everything it touches becomes as hollow as it is.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +5  ·  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+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind16--
Sense18--
Heart6--
Cunning16--
Fate14--

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

Passives

Passive

Spellcasting (hollow litanies)

Recites the prayers of a faith that never answered, each word draining the meaning from divine magic around it rather than calling anything down.

Maneuvers

Maneuver

Spell Drain

Touches a divine spellcaster within reach. The target makes a Heart save (DC 13) or one prepared spell is simply gone, prayed into silence.

Maneuver

Grant Them Rest

Lays a hand of hollow benediction on one creature within reach. Heart save (DC 13): on a failure it takes 2 damage and any divine blessing on it ends, on a success it takes 1 Vigor damage.

Reactions

Reaction

Empty Absolution

When a creature within 10 ft casts a divine spell, the Acolyte murmurs a hollow prayer over it. The caster makes a Heart save (DC 13) or the spell's effect is halved.

Tactics

GM tactics

The Hollow Acolyte positions itself near divine spellcasters and drains their spells one by one. Empty Absolution murmurs over anything they manage to cast, and Grant Them Rest strips the blessings already laid down. It does not attack aggressively - it simply stands at the altar and goes through the motions, and everything around it becomes empty.

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.