KING
Iron Scribe

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)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense16--
Heart14--
Cunning18--
Fate16--

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

Passives

Passive

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

Maneuver

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

Reaction

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.