KING
The Iron Obligation

The Iron Obligation

Celestial · Crown of Necessity

T4d10Minor

A featureless eight-foot figure in heavy steel plate with no joints, seams, or visor. Its oversized gauntlets are built for gripping and carrying, its shoulders scarred by a thousand burdens. A deep, unrepaired dent marks its chestplate. It moves with slow, grinding inevitability.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 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
Body20--
Mind14--
Sense8--
Heart18--
Cunning14--
Fate18--

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

Passives

Passive

Tireless Advance

Immune to exhaustion, sleep, and the slowed condition. While moving toward a duty its speed cannot be reduced by difficult terrain, grapples, or magical impediment.

Maneuvers

Maneuver

Shoulder the Burden

Lifts any object regardless of weight and carries it at full speed. It has carried collapsed buildings, held bridges together, and stood in fortress wall gaps for days.

Maneuver

Yoke of Duty

Fixes on one creature within 30 ft. Heart save (DC 17) or the creature becomes unable to ignore or rationalize away a responsibility it has been avoiding, until the duty is fulfilled. Not mind control, just inescapable awareness; many break down crying.

Reactions

Reaction

Interpose

When an ally within 10 ft is attacked, the Iron Obligation may step between them and take the damage instead.

Tactics

GM tactics

Advances slowly but unstoppably toward its objective. Opens with Yoke of Duty against the creature most obviously shirking responsibility. Uses Gauntlet Strike against anything blocking its path. Uses Interpose to protect those carrying out their duties. Does not judge, does not comfort-simply picks up what must be carried.

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.