KING
The Elegist

The Elegist

Celestial · Crown of Beauty

T3d8Minor

A slender figure in oil-on-water robes carrying an instrument of pearl and bone. Its hauntingly beautiful face reminds viewers of something lost they cannot name. When it sings, the air fills with faint images of beautiful things that no longer exist.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense18--
Heart20--
Cunning16--
Fate18--

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

Passives

Passive

Meaning Shield

Attackers hesitate to destroy something beautiful; mundane attacks against the Elegist suffer -2 to the roll. Immune to despair: any effect relying on hopelessness or nihilism fails.

Maneuvers

Maneuver

Elegy

Sings for a destroyed or lost thing, raising a perfect ghostly recreation within 30 ft for 1 hour. It cannot touch the world but can be studied, copied, or remembered; the Elegist may sing one the instant a nearby creature dies or a work of beauty is destroyed.

Maneuver

Song of Remembrance

A swelling elegy fills 60 ft. Allies regain 1 Vigor. Creatures of Despair make a Heart save (DC 15) or weep uncontrollably, stunned 1 round.

Tactics

GM tactics

Opens with Song of Remembrance to heal allies and incapacitate Despair-aligned enemies. Uses Elegy to recover lost knowledge or preserve fallen allies' memories. Fights with Sorrow's Edge when pressed. Meaning Shield passively makes mundane attackers hesitate. The Elegist's response to destruction is not argument but demonstration-it sings the beauty back.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 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.