Invisible Stalker
Construct · no Crown (Mundane)
T3d8Minor
Bound air elementals turned constructs, invisible stalkers assassinate silently, resenting summoners.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 12 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 18 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Invisibility
Permanently invisible; attacking does not reveal it, and its attacks have advantage. Attackers must guess its position or find it by sound and disturbed dust.
Bound Air
Mindless construct: fights until destroyed, slips through gaps as narrow as an inch, and is resistant to non-magical physical damage. Always knows the location of its assigned quarry.
Maneuvers
Suffocating Embrace
Wraps around a creature, which is grabbed (Body save DC 15 at the end of each of its turns to break free). While held it cannot breathe and takes 1 Vigor damage at the start of each of its turns.
Reactions
Wind Step
When hit by an attack, slides 10 ft on the air without provoking reactions.
Tactics
GM tactics
Relentlessly pursues its assigned target. Attacks from surprise with advantage due to invisibility. Uses Suffocating Embrace to eliminate isolated targets. Resents its summoner and follows commands to the letter but never the spirit-seeks loopholes to harm its master.
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.