Living Spell (construct-like)
Construct · no Crown (Mundane)
T3d8Minor
Animated magic anomalies, living spells replicate effects, wandering as chaotic entities.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 11 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 4 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 6 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mindless Anomaly
Immune to poison, charm, and fear; it fights until destroyed instead of fleeing. It unravels instantly inside an antimagic field.
Amorphous
Flows through gaps as narrow as 1 inch without slowing.
Maneuvers
Engulf
The living spell flows into a creature's space. The target makes a Body save (DC 15) or takes 3 damage and is restrained inside it, taking 1 Vigor damage at the start of each of its turns until it pulls free with a Body check; on a success it takes 1 Vigor damage and steps clear.
Reactions
Absorb Magic
When a spell of its own type is cast within 30 ft, the living spell drinks it in. The spell fails and the living spell regains 1 Vigor.
Tactics
GM tactics
Wanders aimlessly through areas of magical residue. Engulfs any creature it encounters. Absorbs spells of its own type to refill itself. Completely mindless but extremely dangerous. Drawn to sources of magic.
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.