KING
Satyress

Satyress

Fey · no Crown (Mundane)

T2d6Minor

Female revelers, satyresses pipe enchantments, dances luring to excess.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Spellcasting (pan-pipe glamour)

Her piping and swaying dance are woven glamours; every note she plays is a small charm that reaches anyone within earshot.

Passive

Magic Resistance

Advantage on saves against spells.

Maneuvers

Maneuver

The Drowsing

A honeyed refrain rolls over each creature within 60 ft that can hear the pipes. Heart save (DC 13) or the target is dazed and unable to move or act for 1 round.

Maneuver

False Friend

She meets a creature's eyes within 30 ft and twists its sight of her. Heart save (DC 13) or it believes she is a trusted friend until she harms it or dawn breaks.

Tactics

GM tactics

Dances to charm onlookers while allies position. Plays The Drowsing to incapacitate the group, then allies attack the helpless. Turns False Friend on anyone who resists the pipes.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.