KING
Shedu

Shedu

Celestial · no Crown (Sacred)

T3d8Minor

Winged lion sages, shedu telepathically advise kings, protecting realms from tyranny.

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
Body16--
Mind16--
Sense16--
Heart12--
Cunning8--
Fate18--

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

Passives

Passive

Spellcasting (temple-telepathy)

The lion-sage speaks mind to mind with any creature within 120 ft, a serene temple-telepathy that counsels allies and lances foes without a spoken word.

Passive

Winged Sage

Flies 60 ft, speaks telepathically to any creature within 120 ft, and has advantage on saves against spells.

Maneuvers

Maneuver

Voice of Courage

The shedu steadies one ally within 60 ft mind to mind; that ally has advantage on its next save.

Maneuver

Telepathic Blast

Enemies within 30 ft make a Mind save (DC 15). Failure: takes 3 damage and is dazed 1 round. Success: takes 1 Vigor damage.

Tactics

GM tactics

Advises allies telepathically during combat, providing tactical insight. Steadies the most important ally with Voice of Courage. Uses Telepathic Blast against clustered enemies. Keeps to the air, counselling from beyond reach.

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.