KING
Shackle Wraith

Shackle Wraith

Undead · Crown of Domination

T2d6Minor

The ghost of a jailer who loved the work too much, the Shackle Wraith wears tattered guard's livery and carries an infinite supply of spectral chains that pour from its sleeves, its pockets, its mouth - layering phantom bonds that have no locks and no keys.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense18--
Heart14--
Cunning16--
Fate16--

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

Passives

Passive

Undead Jailer

Immune to charm, sleep, and cold damage. Cannot be surprised, and always turns first on anyone who has escaped a cell or broken an oath.

Maneuvers

Maneuver

Chain Lash

When its chain hits, spectral shackles coil the target: Heart save (DC 13) or restrained (save ends at the end of each of its turns). The chains have no locks.

Maneuver

Tighten Chains

The chains around one restrained creature within 30 ft constrict. Body save (DC 13): on a failure it takes 2 damage; on a success it takes 1 Vigor damage. Oathbreakers save at disadvantage.

Tactics

GM tactics

The Shackle Wraith uses Chain Lash to bind multiple targets, then Tighten Chains on the most dangerous one. It works its way around a circle when surrounded, binding one prisoner at a time. It speaks in the voice of every jailer its victims have known: "Hands where I can see them," "You brought this on yourself." Destroying the wraith frees all non-permanent chains.

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.