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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 6 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 12 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
Incorporeal
Can move through solid objects. Resistant to non-magical physical damage.
Dawn Fading
Disappears at sunrise. Reappears at sunset.
Maneuvers
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.