KING
Sprite Lord

Sprite Lord

Fey · no Crown (Mundane)

T2d6Minor

Tiny fey monarchs, sprite lords command swarms, arrows like rain.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 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
Body6--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Flyby

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

Maneuvers

Maneuver

Vanish

Turns invisible. The invisibility ends when it attacks.

Maneuver

Arrow Storm

Commands every sprite within 30 ft to loose at one target. The target takes 1 Vigor damage per sprite that fires (maximum 4) and must pass a Body save (DC 13) or be poisoned for 1 round.

Tactics

GM tactics

Leads from the air, invisible, directing sprite volleys. Uses Arrow Storm to focus fire on the biggest threat. Vanishes the moment archers look its way. Retreats to regroup if its sprites are destroyed.

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.