KING
The Chainbreaker

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)

AC1313 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind14--
Sense20--
Heart18--
Cunning8--
Fate18--

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

Passives

Passive

Immune to Binding

Cannot be grabbed, restrained, held, or imprisoned by any physical or magical means.

Passive

Cannot Strike First

Only attacks creatures that have attacked it or are actively oppressing others, and never kills a surrendering enemy.

Maneuvers

Maneuver

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

Reaction

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.