KING
Kyton Torturer

Kyton Torturer

Fiend · Crown of Despair

T3d8Minor

Master flayers of the Nine Hells, kyton torturers weave pain into art, their chains singing with the screams of the damned.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind16--
Sense20--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Hellforged

Immune to fire and poison damage. Magical darkness does not impede its vision.

Passive

Pain Connoisseur

Regains 1 Vigor whenever a creature within 30 ft takes damage from the kyton.

Maneuvers

Maneuver

Chain Snare

Animate chains lash out 15 ft. The target saves against Body (DC 15) or is grabbed by barbed links (escape against Body, DC 15).

Maneuver

Flaying Chains

Each creature its chains have grabbed saves against Body (DC 15) or takes 3 damage as the links peel skin; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Grapples multiple victims with Chain Snare, then uses Flaying Chains for sustained damage. Hauls priority targets off their feet to keep them out of the fight. Feeds on the pain of others.

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.