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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 4 | - | - |
| Cunning | 14 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Meaningless
Takes no damage from weapons or spells powered by a faith, oath, or ideology; only secular, unaligned attacks harm it.
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
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
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.