KING
Infernal (Abishai, Green)

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)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind18--
Sense18--
Heart16--
Cunning20--
Fate16--

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

Passives

Passive

Spellcasting (Serpent-Tongue Charms)

Weaves fiendish enchantments in Tiamat's whispering tongue; any mind that can hear the abishai lies within its reach.

Passive

Infernal Hide

Flies 40 ft. Immune to fire and poison damage. Advantage on saves against spells; sees through magical darkness.

Maneuvers

Maneuver

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.

Maneuver

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.