KING
Veritox

Veritox

Celestial · Crown of Justice

T4d10Minor

A tall armored figure in cracked ivory plate with wings of rustling testimony pages, its featureless mask weeping a line of golden light. It carries a humming sword and reads not thoughts, but guilt.

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
Body16--
Mind18--
Sense20--
Heart18--
Cunning8--
Fate18--

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

Passives

Passive

Incorruptible Witness

Immune to charm, illusion, and all mental manipulation. Knows a lie the moment it is spoken and senses the Crown of Deceit's influence within 1 mile.

Passive

Truthseeker

Attacks only the dishonest. A creature with a clear conscience cannot be its target.

Maneuvers

Maneuver

Voice of Judgment

Speaks one sentence of absolute truth about a creature within 60 ft, always factual, always damning. The target makes a Heart save (DC 17) or is stunned for 1 round. Creatures with a clear conscience are immune.

Reactions

Reaction

Condemning Parry

When attacked by a creature that has lied within the last hour, the Veritox makes one sword attack against it.

Tactics

GM tactics

Opens with Voice of Judgment against the guiltiest target to stun them. It knows a lie the moment it is spoken and chooses its targets from that alone. Focuses the humming sword on the dishonest and ignores honest combatants entirely, which can split enemy forces.

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.