KING
Infernal (Amnizu)

Infernal (Amnizu)

Fiend · Crown of Deception

T4d10Minor

Hooded deceivers, amnizu teleport ambushes, tomes of lies.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind22--
Sense20--
Heart16--
Cunning20--
Fate18--

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

Passives

Passive

Spellcasting (Styx-Mind Sorcery)

Reads oblivion from tomes bound in its own hooded skin, drowning thought in the waters of the river of forgetting.

Passive

Infernal Nature

Immune to fire damage and poisoned. Magical darkness does not impede its sight, and it has advantage on saves against spells.

Maneuvers

Maneuver

Styx Step

Teleports up to 60 ft to a spot it can see, trailing the stink of the river.

Maneuver

Confusion

Pours the waters of forgetting into one creature's skull within 30 ft. Mind save (DC 17): on a failure it takes 4 damage and forgets the last few minutes, losing its next action to confusion; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Guards the River Styx. Erases memories of those who learn Hell's secrets. Torments with forgotten terrors.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 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.