KING
Spellforged Servitor

Spellforged Servitor

Construct · no Crown (Mundane)

T2d6Minor

Arcane-powered butlers, spellforged servitors cast minor spells, serving with polite efficiency.

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
Body14--
Mind14--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Spellcasting (bound-hearth arcana)

Runes etched down its brass frame let the servitor cast the minor household spells woven into it at forging; it works them with a servant's calm out to 30 ft. Advantage on saves against spells.

Passive

Construct Nature

Immune to poison, charm, and fear. Serves until destroyed; it does not flee. Always polite, even while attacking.

Maneuvers

Maneuver

The Drowsing

Murmurs a drowsing cantrip over a 15 ft area within 30 ft. Each intruder makes a Mind save (DC 13) or is dazed for 1 round, swaying where they stand.

Maneuver

Force Ward

Snaps a disc of blue force onto its own arm or a warded guest, granting +3 AC until the start of its next turn.

Tactics

GM tactics

Serves its master's household with unwavering dedication. Uses The Drowsing to settle unruly visitors and Force Ward to shield a guest or itself. Only attacks when directly threatened or when intruders violate its master's rules. Apologizes politely while slamming a serving tray into an intruder's face.

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.