Tollkeeper
Fiend · Crown of Mammon
T2d6Minor
Squat, pot-bellied figures in corroded bronze armor standing at crossroads and chokepoints, carrying a massive iron chain and a set of scales. They speak in flat monotone, demanding payment for passage -- they do not enjoy their work, they simply do it.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +5 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 14 | - | - |
| Sense | 16 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mammon's Clerk
Always knows the most valuable item each creature within 30 ft carries. Cannot be charmed or bought off with less than the demanded price.
Maneuvers
Demand
Names a price, always something the party possesses and values. If paid, the item vanishes to Mammon's vaults and the party may pass freely.
Binding Chains
Hurls its iron chain at a creature within 10 ft. The target makes a Body save (DC 13) or is restrained until it breaks free with a Body check against DC 13.
Reactions
Toll Barrier
When a creature tries to move past without paying, the tollkeeper lashes out with its chain, attacking with advantage.
Tactics
GM tactics
Positions at chokepoints and issues a Demand before combat. If refused, it plants itself in the road and fights with the chain, hurling Binding Chains at the strongest melee threat and lashing anyone who tries to slip past. Never pursues fleeing creatures. There will always be another crossing.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.