KING
The Unquenched

The Unquenched

Fiend · Crown of Wrath

T3d8Minor

A figure completely engulfed in white-hot fire, its original form barely visible as a blackened skeleton within the blaze. It walks with arms outstretched, embracing everything it touches, weeping tears that evaporate instantly with a hiss. It was a person once.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense18--
Heart16--
Cunning14--
Fate14--

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

Passives

Passive

Living Inferno

Resistant to fire damage; takes 1 extra damage from water and cold. It cannot stop burning and does not want to: it fights to the death rather than fleeing.

Passive

Burning Aura

Any creature that starts its turn within 5 ft takes 1 Vigor damage from the heat.

Maneuvers

Maneuver

Immolation Embrace

Reaches out to grab one adjacent creature. While grabbed, the target takes 1 Vigor damage at the start of each of its turns and must make a Body save (DC 15) or a random piece of gear chars and is ruined.

Reactions

Reaction

Heat Feedback

When struck by a melee attack, the attacker takes 1 Vigor damage and must make a Body save (DC 15) or drop their weapon, its grip too hot to hold.

Tactics

GM tactics

Walks toward the nearest target with arms outstretched. Attempts to grapple and use Immolation Embrace, dealing mutual damage it benefits from. Lets its Burning Aura do the work when surrounded. Does not prioritize self-preservation -- it cannot stop burning and does not want to.

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.