The Chainbreaker
Celestial · Crown of Liberation
T4d10Minor
A muscular seven-foot humanoid wreathed in controlled flame, with broken chains hanging from its wrists and ankles as trophies. Its scarred, determined face burns with white-hot eyes. It carries no weapons-its fists are enough.
Tier 4 · Role Minor · Pool Vigor 4 (+4 overflow) · AC 13 · ATK +6 · Save DC 17 · Dmg 4 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 14 | - | - |
| Sense | 20 | - | - |
| Heart | 18 | - | - |
| Cunning | 8 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Immune to Binding
Cannot be grabbed, restrained, held, or imprisoned by any physical or magical means.
Cannot Strike First
Only attacks creatures that have attacked it or are actively oppressing others, and never kills a surrendering enemy.
Maneuvers
Conflagration of Freedom
Liberating fire bursts 30 ft from its body, shattering every chain, lock, cage, and magical binding in the area. Each slaver or oppressor in range makes a Body save (DC 17) or takes 4 damage; the freed take no harm and regain 1 Vigor.
Reactions
Break the Chain
When a creature within 30 ft is grabbed, restrained, or bound by a compulsion, the Chainbreaker burns the binding away in a flash of flame.
Tactics
GM tactics
Does not initiate violence-waits for oppressors to attack or for active oppression to be witnessed. Opens by burning away the most significant restraint in sight with Break the Chain. Uses Conflagration of Freedom when multiple prisoners need freeing. Breaks the first chain and lights the first fire-what the oppressed do with the opening is up to them.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
- A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
- 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 8 kills it outright, and a single blow of 8 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.