KING
Hollow Courtier

Hollow Courtier

Fiend · Crown of Deceit

T3d8Minor

Immaculate nobles with bronze coins for eyes, the Hollow Courtiers attend parties and councils uninvited, speaking plausible cruelties that turn allies against each other while regenerating from any wound not delivered in total honesty.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind18--
Sense18--
Heart8--
Cunning20--
Fate18--

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

Passives

Passive

Undying Etiquette

Regains 1 Vigor at the start of its turn unless the last blow against it was struck in total honesty: the attacker must speak their true name and true intent before striking.

Maneuvers

Maneuver

Poisoned Word

Speaks one plausible, cruel sentence to a creature within 30 ft. The target makes a Mind save (DC 15) or believes it and acts on it until shown proof otherwise.

Maneuver

Social Assassination

Speaks a private, shameful truth about one creature within 30 ft loud enough for all to hear. The target makes a Heart save (DC 15) or is stunned 1 round.

Reactions

Reaction

Diplomatic Immunity

When attacked, the Courtier declares the blow a social faux pas. The attacker makes a Heart save (DC 15) or hesitates and the attack misses. Works once per attacker.

Tactics

GM tactics

Hollow Courtiers prefer social manipulation over combat. They use Poisoned Word to divide the party before combat begins. Several in one room feed each other's lies until nobody trusts anyone. They target the party's social leader with Social Assassination. When forced to fight, they use rapiers competently while continuing verbal attacks.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 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.