KING
Vow Eater

Vow Eater

Fiend · Crown of Apostasy

T3d8Minor

A squat, hunched creature with an enormous mouth and a body covered in clay shards - each inscribed with words from a shattered vow. The Vow Eater consumes binding oaths, leaving victims who remember making the vow but can no longer feel why it mattered.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense18--
Heart16--
Cunning16--
Fate16--

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

Passives

Passive

Sacred Hunger

Senses a binding vow from 5 miles away and always closes on the most oath-bound creature present. It bites to feed, not to kill.

Maneuvers

Maneuver

Vow Consumption

When its bite hits, the victim makes a Heart save (DC 15) or one sworn oath is emptied of meaning: remembered, but weightless. A meaningful act in the vow's service restores it. The Vow Eater regains 1 Vigor per vow eaten.

Maneuver

Regurgitate Vow

It speaks a consumed vow back to its original oath-maker in a mocking tone. The oath-maker makes a Heart save (DC 15) or takes 3 damage and is weakened 1 round from the shame; on a success, takes 1 Vigor damage.

Tactics

GM tactics

The Vow Eater is drawn to the most oath-bound member of the party: paladins, clerics, knights, anyone who has sworn a sacred vow. It bites to consume vows, not to kill. When gorged, it speaks the stolen vows back to their makers in a mocking tone, and the shame does the wounding. Its eyes are sad; it does not seem malicious, only desperately hungry.

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.