Nullwraith
Aberration · no Crown (Meridian)
T3d8Minor
Humanoid silhouettes of absolute darkness that drift through the world, extinguishing light and draining ability scores with their touch, destroyed only by direct sunlight.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Light Consumption
Light sources within 30 ft dim by half; within 10 ft, non-magical light goes out entirely.
Incorporeal
Immune to non-magical weapons. Direct sunlight burns it: it takes 1 damage at the start of each of its turns in the sun.
Draining Touch
A creature damaged by the nullwraith's touch is also weakened until the end of its next turn.
Maneuvers
Darkness Pulse
Snuffs every light within 30 ft until the end of the nullwraith's next turn. Creatures with no other light source are blinded while the dark lasts.
Tactics
GM tactics
Nullwraiths extinguish lights first with Darkness Pulse, then drift toward targets using Draining Touch. They avoid sunlight at all costs and retreat underground or into shadowed areas if forced into daylight. They target spellcasters and light-bearers first.
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.