Swarm of Imps
Fiend · Crown of Deception
T2d6Minor
Cackling clouds of tiny fiends, swarms of imps torment with stings and curses, serving as infernal reconnaissance.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 12 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 16 | - | - |
| Sense | 16 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Swarm
Occupies a 15 ft space and can share other creatures' spaces. Flies 40 ft. Resistant to bludgeoning, piercing, and slashing damage; immune to fire and poison damage.
Maneuvers
Stinging Cloud
Each creature in the swarm's space makes a Body save (DC 13) or takes 2 Vigor damage from venomous stings; on a success, it takes 1 Vigor damage.
Infernal Cacophony
Cackling and shrieking fills the air. Each creature within 30 ft makes a Mind save (DC 13) or is frightened for 1 round.
Reactions
Scatter
When caught in an area effect, the imps momentarily disperse; the swarm takes 1 less damage (minimum 0).
Tactics
GM tactics
Harasses from the air. Approaches high and unseen, then uses Infernal Cacophony to frighten and disrupt spellcasters. Stings priority targets with Stinging Cloud. Scatters when threatened, reforms to strike again. Reports to devil masters.
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.