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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 18 | - | - |
| Sense | 20 | - | - |
| Heart | 18 | - | - |
| Cunning | 8 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
Truthseeker
Attacks only the dishonest. A creature with a clear conscience cannot be its target.
Maneuvers
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
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.