The Harrowed Eye
Celestial · Crown of Vigilance
T4d10Minor
A gaunt humanoid wrapped in tattered grey cloth, hovering above the ground, covered in bloodshot eyes that blink independently. It carries a staff of black glass topped with a cold, searching lantern. It has not rested in an eternity.
Tier 4 · Role Minor · Pool Vigor 4 (+4 overflow) · AC 14 · ATK +6 · Save DC 17 · Dmg 4 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 20 | - | - |
| Sense | 18 | - | - |
| Heart | 16 | - | - |
| Cunning | 20 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Omnidirectional Awareness
Cannot be surprised, flanked, or backstabbed. Detects all creatures within 120 ft regardless of concealment.
Maneuvers
Searing Gaze
The lantern's cold light fixes on one creature within 60 ft. Body save (DC 17): on a failure the target is blinded for 1 round and takes 1 Vigor damage.
Vigil's Burden
Meets a creature's gaze within 60 ft. Heart save (DC 17) or the creature cannot sleep for 24 hours: it cannot be surprised and gains +2 to perception checks, but takes -1 to all other rolls from exhaustion. A forced gift, not a curse.
Reactions
Watchful Counter
When an enemy attempts a stealth-based attack within 120 ft, the Eye's lantern snaps to them, revealing their position and spoiling the ambush.
Tactics
GM tactics
Positions to maximize Omnidirectional Awareness coverage. Opens with Searing Gaze against the most concealed enemy. Uses Vigil's Burden on complacent-looking targets. Watches every key passage before combat so nothing enters unseen. Never sleeps, never stops watching-forces enemies to confront what they have been avoiding.
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.