KING
Sylph

Sylph

Fey · no Crown (Mundane)

T1d4Minor

Air-sylph dancers, sylphs whisper winds, forms ethereal in stormy skies.

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
Body8--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Wind Form

Flies 60 ft and slips through gaps as narrow as an inch. Takes no falling damage and provokes no attacks when flying out of reach.

Maneuvers

Maneuver

Wind Blast

15 ft cone of battering air. Each creature makes a Body save (DC 11) or is pushed 15 ft and knocked prone.

Maneuver

Whispering Wind

Sends a whispered message up to 1 mile on the wind to a creature the sylph knows.

Tactics

GM tactics

Stays airborne, swooping in for Gust Slash attacks and retreating out of melee range. Uses Wind Blast to scatter enemies and break formations. Acts as a messenger and scout for fey courts.

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.