KING
Lillend

Lillend

Celestial · no Crown (Sacred)

T3d8Minor

Serpent-tailed bards, lillends weave enchantments in songs, fostering creation.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense16--
Heart12--
Cunning16--
Fate18--

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

Passives

Passive

Winged Serpent

The lillend flies 60 ft on rainbow-feathered wings.

Maneuvers

Maneuver

Constricting Coils

The serpent tail wraps a creature within reach. The target makes a Body save (DC 15) or is grabbed; a grabbed creature takes 1 Vigor damage at the start of each of its turns as the coils tighten.

Maneuver

Mesmerizing Melody

Enemies within 30 ft that can hear the song make a Heart save (DC 15) or stand transfixed, dazed for 1 round. Taking damage breaks the trance.

Reactions

Reaction

Countersong

When a sound- or charm-based effect is used within 60 ft, the lillend weaves a counter-harmony and the effect is negated.

Tactics

GM tactics

Opens with Mesmerizing Melody to daze enemies, then attacks the transfixed with sword and tail. Countersong protects against enemy spellcasters. Constricts isolated targets.

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.