KING
Shadow Fey (noble)

Shadow Fey (noble)

Fey · Crown of Deception

T3d8Minor

Courtly darkness dwellers, shadow fey nobles intrigue in eternal night.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense16--
Heart16--
Cunning18--
Fate16--

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

Passives

Passive

Shadow Traveler

May step up to 30 ft between areas of dim light or darkness as a maneuver. In direct sunlight it cannot, and its attacks are at disadvantage.

Maneuvers

Maneuver

Court Intrigue

Whispers a courtly poison to one creature within 60 ft. Heart save (DC 15) or it attacks its nearest ally on its next turn and remembers nothing of it.

Reactions

Reaction

Shadow Riposte

When missed by a melee attack, it makes a rapier attack against the attacker.

Tactics

GM tactics

Engages with courtly manners before combat begins. Opens with Court Intrigue to turn allies against each other, then answers every melee attacker with Shadow Riposte. Uses Shadow Traveler to reposition, striking from unexpected angles.

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.