KING
Specter

Specter

Undead · Crown of Despair

T2d6Minor

Life-draining apparitions, specters age victims, haunts eternal.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 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--
Sense16--
Heart14--
Cunning16--
Fate12--

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

Passives

Passive

Incorporeal

Moves through creatures and objects and cannot be grabbed, restrained, or knocked prone. Resistant to non-magical physical damage. Hateful and dead, it never flees.

Passive

Sunlight Sensitivity

While in sunlight, it has disadvantage on attacks and checks.

Maneuvers

Maneuver

Life Drain

A creature it damages makes a Body save (DC 13) or its maximum Vitality drops by 1 until it rests; the specter regains 1 Vigor. A creature drained to 0 maximum Vitality has nothing left to soak a hit, and every blow after that costs it a wound.

Tactics

GM tactics

Haunts dark places, avoiding sunlight. Uses Life Drain repeatedly to grind maximum Vitality down point by point. Focuses on one target at a time to ensure a kill. Created by wraiths from their victims-seeks to create more specters in turn.

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.