KING
War-Laurel

War-Laurel

Celestial · Crown of Conquest

T2d6Minor

A lean, athletic bronze-skinned humanoid wearing a crown of golden laurel leaves, carrying a short practical sword without ornamentation. Every movement is precise and efficient-no wasted motion, no flourish, no hesitation. Its calm face is utterly without mercy.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense18--
Heart16--
Cunning8--
Fate16--

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

Passives

Passive

Controlled Ferocity

Immune to fear and confusion. It fights with cold, measured aggression and never breaks formation.

Maneuvers

Maneuver

Challenge

Names one enemy for single combat. If accepted, both gain +2 to attack rolls against each other and no one else may interfere for 3 rounds.

Maneuver

Battle Cry

Allies within 30 ft gain +1 to attack rolls for 1 round. Each enemy in range makes a Heart save (DC 13) or loses its reaction until its next turn.

Reactions

Reaction

Tactical Riposte

When a melee attack misses it, the War-Laurel immediately makes its blade attack against the attacker.

Tactics

GM tactics

Opens with Battle Cry to bolster allies and strip reactions from the enemy line. Challenges the most dangerous single opponent to isolate them, and answers every miss with Tactical Riposte. It demonstrates that true conquest requires mastery of anger, not its abandonment, and is drawn to warriors who fight for a cause rather than from hatred.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.