Infernal (Abishai, Green)
Fiend · Crown of Deception
T3d8Minor
Forested fiends, green abishai charm with whispers, lairs in blighted woods.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 16 | - | - |
| Cunning | 20 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (Serpent-Tongue Charms)
Weaves fiendish enchantments in Tiamat's whispering tongue; any mind that can hear the abishai lies within its reach.
Infernal Hide
Flies 40 ft. Immune to fire and poison damage. Advantage on saves against spells; sees through magical darkness.
Maneuvers
False Friend
Breathes a lie the target wants to believe. One creature within 30 ft makes a Heart save (DC 15) or treats the abishai as a trusted ally and takes no hostile action against it until harmed or until the end of its next turn.
Compel Answer
Fixes a creature within 30 ft and demands the truth. Mind save (DC 15) or it blurts an honest answer to one question and is dazed until the end of its next turn; on a success it takes 1 Vigor damage as the compulsion tears loose.
Tactics
GM tactics
Master manipulator. Charms victims into doing its bidding. Serves Tiamat's machinations.
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.