KING
Nightmare Rider

Nightmare Rider

Fiend · Crown of Wrath

T3d8Major

Hellish cavalry astride burning steeds, nightmare riders are elite scouts of infernal armies.

Tier 3  ·  Role Major  ·  Pool Vigor 5 / Vitality 6  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg d8

AC1410 base + 4 Sense
Vigor5Tier + Heart mod, regenerates
Vitality62 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+5d20 + bonus vs AC, two or three a turn
Damaged8crit 2d8
Save DC15Tier 3 DC
Crit16+Cunning 18
StatScoreModDie
Body18+4d8
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning18+4d8
Fate16+3d6

Passives

Passive

Hellsteed

Rider and burning steed fight as one creature. Immune to fire and poison damage; the steed flies 90 ft and sheds firelight 20 ft.

Maneuvers

Maneuver

Ethereal Jaunt

Rider and steed step into or out of the Ethereal Plane.

Maneuver

Fearsome Charge

Thunders up to 60 ft in a straight line. Each creature in the path makes a Body save (DC 15); on a failure it takes 3 damage and is knocked prone, on a success it takes 1 Vigor damage.

Reactions

Reaction

Phase Dodge

Once per round, when hit by an attack, the pair flickers half-ethereal and takes 1 Vigor damage instead.

Tactics

GM tactics

Scouts enemy positions from the Ethereal Plane. Charges from concealment with Fearsome Charge. Uses Ethereal Jaunt to escape or reposition. Reports to infernal commanders.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 3 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d8. A crit rolls two: 2d8.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.