KING
Spined Devil

Spined Devil

Fiend · Crown of Wrath

T1d4Minor

Flying porcupine fiends, spined devils arrow quills, patrols in Avernus.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind14--
Sense14--
Heart8--
Cunning14--
Fate14--

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

Passives

Passive

Devil's Nature

Immune to fire damage and poison damage; magical darkness does not impede its sight.

Passive

Flyby

Flies 40 ft and does not provoke reactions when flying out of reach.

Maneuvers

Maneuver

Tail Spines

Flicks a volley of burning quills at one creature within 40 ft. The target must pass a Body save (DC 11) or take 1 damage; on a success, 1 Vigor damage.

Tactics

GM tactics

Scouts and skirmishers. Fires tail spines from the air. Reports to superiors.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.