Shield-Wight
Undead · Crown of Duty
T2d6Minor
The translucent ghost of a soldier in battered leather armor carrying a round shield scarred by a hundred battles. Its features are the composite memory of every guard who ever stood their post through a long, cold night.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 14 · ATK +4 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 18 | - | - |
| Heart | 18 | - | - |
| Cunning | 12 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Guardian Bond
Silently selects the most vulnerable member of a group as its charge. The charge gains +2 AC while the Shield-Wight stands.
Unyielding
While its charge lives, it cannot be turned, frightened, or moved, and it fights to the death instead of fleeing.
Maneuvers
Interpose
Moves up to its speed to stand between its charge and the nearest threat, without provoking reactions.
Reactions
Guardian's Sacrifice
When its charge would take damage, the Shield-Wight takes that damage instead.
Tactics
GM tactics
Immediately selects the most vulnerable party member as its charge and positions itself between them and danger. Uses Interpose to maintain position. Absorbs every blow it can through Guardian's Sacrifice without hesitation. Fights to the last to protect its charge.
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.