Iron Scribe
Fiend · Crown of Domination
T2d6Minor
A thin, robed humanoid with iron styluses for fingers that drip black ink, the Iron Scribe scratches binding contracts into victims' skin - single commands that cause agonizing damage if disobeyed. It speaks only in legal language and cannot be harmed by anyone bound by its contracts.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +5 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 16 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 18 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Bureaucratic Immunity
Cannot be harmed by anyone currently bound by one of its contracts. It binds the strongest opponent first and speaks only in legal language.
Maneuvers
Binding Contract
A creature it hits with its stylus makes a Heart save (DC 13) or is bound by the words scratched into its skin: one specific command ("Do not speak of this," "Surrender your weapon to the next person who asks"). Disobeying deals 1 Vigor damage each round. Remove Curse or the Scribe's death erases the contract; the scar remains.
Reactions
Legal Objection
When a bound creature attacks the Scribe, the attack automatically fails and the attacker takes 1 Vigor damage for breach of contract.
Tactics
GM tactics
The Iron Scribe binds the strongest party member first with a restrictive contract (often "Do not attack me"), then uses Bureaucratic Immunity to fight the rest with impunity. It must touch a target with its stylus to bind it, so it walks openly into reach and lets Legal Objection punish anyone already under contract. It does not fight - it processes. You are not its enemy; you are its paperwork.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.