KING
Movanic Deva

Movanic Deva

Celestial · no Crown (Sacred)

T3d8Minor

Armored warrior angels, movanic devas charge with glaives, shielding the faithful from harm.

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--
Mind12--
Sense16--
Heart12--
Cunning8--
Fate18--

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

Passives

Passive

Nature's Warden

Immune to poison and disease, and has advantage on saves against effects from undead.

Passive

Angelic Glaive

Its glaive deals 1 additional Vigor damage to undead and fiends.

Maneuvers

Maneuver

Purifying Light

Radiance floods 30 ft in every direction. Each undead in it makes a Fate save (DC 15): on a failure it takes 3 damage and has disadvantage on attacks for 1 round; on a success it takes 1 Vigor damage.

Maneuver

Blessed Ward

One ally within 30 ft is resistant to necrotic damage for 1 minute.

Tactics

GM tactics

Charges into undead formations, glaive first, and opens with Purifying Light where they stand thickest. Uses Blessed Ward on allies facing necrotic threats. Stands firm to protect mortal charges.

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.