KING
Living Spell (construct-like)

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)

AC1111 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
Body12--
Mind4--
Sense16--
Heart12--
Cunning6--
Fate12--

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

Passives

Passive

Mindless Anomaly

Immune to poison, charm, and fear; it fights until destroyed instead of fleeing. It unravels instantly inside an antimagic field.

Passive

Amorphous

Flows through gaps as narrow as 1 inch without slowing.

Maneuvers

Maneuver

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

Reaction

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.