KING
Trumpet Archon

Trumpet Archon

Celestial · no Crown (Sacred)

T3d8Minor

Horn-blowing warriors, trumpet archons rally with blasts that banish undead.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  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+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart12--
Cunning8--
Fate18--

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

Passives

Passive

Angelic Weapons

Its blade burns with radiant light. Undead and fiends it strikes take 1 extra Vigor damage.

Passive

Winged

Flies 90 ft. Advantage on saves against spells.

Maneuvers

Maneuver

Rally Blast

A bright note from the horn. Allies within 60 ft gain +2 to their next attack roll or save.

Maneuver

Trumpet of Wrath

A thunderclap from the horn. Enemies within 30 ft make a Body save (DC 15); on a failure they take 3 damage and are knocked prone, on a success they take 1 Vigor damage. Undead and fiends that fail are also frightened for 1 round.

Tactics

GM tactics

Opens with Trumpet of Wrath, which floors the living and frightens undead and fiends outright. Sounds Rally Blast each round to bolster allies, then closes with the blade, which burns undead and fiends worst of all. Fights from the air, out of reach of anything without wings.

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.