KING
Hollow Wisp

Hollow Wisp

Fiend · Crown of Despair

T1d4Minor

Tiny points of grey light drifting like ash on a windless day, making no sound and casting no shadow. Where they cluster, colors fade. Looking at one directly is like trying to remember something already forgotten -- an absence that draws the eye.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind6--
Sense14--
Heart4--
Cunning12--
Fate12--

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

Passives

Passive

Apathy Aura

Where six or more wisps cluster, each creature inside their 20 ft cloud makes a Heart save (DC 11) at the start of its turn or is weakened until the end of its next turn.

Passive

Grey Drift

Flies and passes through creatures and objects. Snuffed out instantly by any light brighter than a torch; it appears only in darkness.

Maneuvers

Maneuver

Futility Touch

A creature the wisp touches makes a Heart save (DC 11) or is dazed for 1 round, gripped by the sense that nothing it does matters.

Tactics

GM tactics

Clusters with other hollow wisps in dark spaces, relying on Apathy Aura to slowly drain will from anyone who enters. Uses Futility Touch on isolated targets. Flees from bright light. Individually weak but devastating in large groups through cumulative morale drain.

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.