KING
Infernal (Abishai, Black)

Infernal (Abishai, Black)

Fiend · Crown of Deception

T2d6Minor

Draconic devil spies, black abishai skulk shadows, poison tails dripping.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind14--
Sense16--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Infernal Hide

Immune to acid, fire, and poison damage. Advantage on saves against spells; sees through magical darkness.

Passive

Shadow Stealth

While in dim light or darkness, hides as a free action.

Maneuvers

Maneuver

Venomous Stinger

A creature it hits makes a Body save (DC 13) or takes 1 Vigor damage and is poisoned for 1 round as the tail's venom takes hold.

Tactics

GM tactics

Spies for Tiamat. Hides in shadows. Stings from stealth for poison damage.

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.