KING
Usurer Devil

Usurer Devil

Fiend · Crown of Mammon

T4d10Minor

A tall, thin figure in immaculate dark robes with golden nails, golden teeth, and eyes of flat black ink. It carries a leather portfolio of blood-written contracts and is unfailingly polite -- until the bill comes due.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +7  ·  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+7d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind20--
Sense20--
Heart8--
Cunning22--
Fate18--

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

Passives

Passive

Debt-Bound

Knows when a creature within 30 ft speaks a lie, and can teleport to any creature that owes it a contractual debt, at any distance.

Passive

Binding Terms

A creature that breaks a signed contract takes 4 damage on the spot, and again at each dawn until the terms are met or the devil is slain.

Maneuvers

Maneuver

Offer Contract

Presents a blood-inked contract offering a genuine boon (healing, information, safe passage) to a creature within 30 ft. The reader makes a Mind save (DC 17) to spot the hidden clause naming the true cost.

Reactions

Reaction

Contractual Shield

An attack from a creature that owes the devil a debt automatically misses; the contract forbids violence against the creditor.

Tactics

GM tactics

Always opens with Offer Contract, presenting genuinely useful deals. Fights only when contracts are refused or when collecting, tearing with its golden nails while Binding Terms bleeds the contract-breakers. Teleports away if outmatched, and returns later to collect.

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.