Quasit
Fiend · Crown of Deception
T1d4Minor
Tiny demon spies, quasits invisibly scout, their bites poisoning while serving greater fiends.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +1 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 14 | - | - |
| Sense | 14 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Deceiver's Guises
Can assume bat, centipede, or toad form, or turn invisible, as a maneuver. Invisibility ends when it attacks or takes damage.
Magic Resistance
Advantage on saves against spells
Maneuvers
Poisonous Bite
Standard attack. On a hit the target makes a Body save or is poisoned for 1 minute.
Scare (1/day)
Target within 20 ft makes a Heart save or is frightened for 1 minute.
Tactics
GM tactics
Spies invisibly for its master. Distracts with Scare. Bites to poison, then flees invisible. Never fights to the death-far too cowardly.
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.