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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 22 | - | - |
| Sense | 20 | - | - |
| Heart | 16 | - | - |
| Cunning | 20 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Spellcasting (Styx-Mind Sorcery)
Reads oblivion from tomes bound in its own hooded skin, drowning thought in the waters of the river of forgetting.
Infernal Nature
Immune to fire damage and poisoned. Magical darkness does not impede its sight, and it has advantage on saves against spells.
Maneuvers
Styx Step
Teleports up to 60 ft to a spot it can see, trailing the stink of the river.
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.