KING
Oathbreaker Rat

Oathbreaker Rat

Fiend · Crown of Apostasy

T1d4Minor

Mangy grey rats with clay-colored teeth and cracked-pottery eyes that smell of old incense, Oathbreaker Rats are drawn irresistibly to places where vows are taken - injecting a toxin that makes keeping oaths physically agonizing without forcing victims to actually break them.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +4  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind12--
Sense14--
Heart6--
Cunning14--
Fate16--

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

Passives

Passive

Drawn to Devotion

Smells sworn vows; arrives within hours at any place where a binding oath was taken within 1 mile.

Passive

Pack Betrayal

No loyalty whatsoever: when one rat takes damage, every other rat scatters in a random direction.

Maneuvers

Maneuver

Oath Toxin

A creature the rat has bitten this round makes a Body save or its oldest sworn vow turns painful: each round it acts to uphold that oath it takes 1 Vigor damage and is wracked with nausea. Lasts until the next full rest.

Tactics

GM tactics

Oathbreaker Rats swarm sacred sites and bite as many oath-bound creatures as possible, then scatter. They do not fight to the death - they have no loyalty to each other or anything else. Their purpose is to inject Oath Toxin and make faithfulness hurt. A colony in a garrison can destroy unit cohesion within a month.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.