KING
Starlight Wisp

Starlight Wisp

Celestial · no Crown (Sacred)

T1d4Minor

Glowing guides of the night sky, starlight wisps lead heroes, fading at dawn.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +1  ·  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+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind12--
Sense12--
Heart10--
Cunning12--
Fate14--

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

Passives

Passive

Guiding Light

Sheds dim starlight in a 20 ft radius. Allies in the light have advantage on Cunning checks to navigate and cannot become lost.

Passive

Incorporeal

Can move through solid objects. Resistant to non-magical physical damage.

Passive

Dawn Fading

Disappears at sunrise. Reappears at sunset.

Maneuvers

Maneuver

Starflare

Ranged attack, 30 ft, a lance of concentrated starlight.

Tactics

GM tactics

Guides travelers through dangerous terrain. Clusters with other wisps to illuminate large areas. Flares at threats to alert allies. Fades at dawn-never fights during daylight.

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.