KING
Nalfeshnee

Nalfeshnee

Fiend · Crown of Pride

T4d10Minor

Boar-faced gluttons, nalfeshnees judge souls, rays of horror.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body22--
Mind20--
Sense8--
Heart14--
Cunning18--
Fate18--

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

Passives

Passive

Spellcasting (abyssal-judgement)

A glutton-priest of the Abyss, it warps mind and flesh with the sickly authority of a soul-judge and shrugs off lesser magic.

Passive

Fiendish Hide

Resistant to cold, fire, and lightning damage. Immune to poison damage.

Maneuvers

Maneuver

Horror Nimbus

Sickly light crawls over its bulk. Each creature within 15 ft makes a Heart save (DC 17); on a failure it takes 4 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.

Maneuver

Phantasmal Slayer

It reaches into one creature within 30 ft and manifests its deepest terror. The target makes a Mind save (DC 17); on a failure it takes 4 damage and is frightened for 1 round, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Judges and executioners of the Abyss. Uses Horror Nimbus when surrounded. Arrogant and cruel.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 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.