KING
Iconoclast

Iconoclast

Fiend · Crown of Apostasy

T3d8Minor

A massive, featureless humanoid of pale clay with hands like sledgehammers, the Iconoclast is aggressively, defiantly blank. It walks into temples and strips symbols of their meaning - a holy symbol becomes inert wood, a flag becomes cloth, a crown becomes a hat.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +7  ·  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+7d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind14--
Sense18--
Heart4--
Cunning14--
Fate16--

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

Passives

Passive

Meaningless

Takes no damage from weapons or spells powered by a faith, oath, or ideology; only secular, unaligned attacks harm it.

Passive

Aura of Meaninglessness

Within 20 ft, morale bonuses from flags, battle cries, and holy relics are nullified. Hirelings and followers check morale at -2.

Maneuvers

Maneuver

Rend Symbol

Targets one holy symbol, banner, or crown within 30 ft. The owner makes a Heart save (DC 15) or the object is stripped of meaning, becoming plain wood, cloth, or metal until re-consecrated with a full day of prayer.

Reactions

Reaction

Absorb Conviction

When hit by a faith-driven attack, the Iconoclast drinks the conviction behind it: the damage is negated and the attacker makes a Heart save (DC 15) or cannot use that ability for 1 round.

Tactics

GM tactics

The Iconoclast enters sacred spaces and begins stripping them of meaning. It uses Rend Symbol on the party's holiest items first, then lets its Aura of Meaninglessness drain the courage out of the room. It relies on Meaningless to shrug off faith-driven attacks, forcing the party to find secular weapons. It does not hate your god. It simply demonstrates that symbols are things, and things do not save you.

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.