Watchdog
Celestial · no Crown (Sacred)
T1d4Minor
Vigilant celestial hounds, watchdogs guard gates, barking to alert of intruders.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 12 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Vigilant
Cannot be surprised, smells invisible creatures within 30 ft, and its bark warns every ally within 300 ft the moment it spots an intruder.
Loyal Guardian
Gains +2 AC while standing at its assigned post. It never abandons that post.
Maneuvers
Radiant Bark
Each enemy within 15 ft makes a Heart save (DC 11) or takes 1 damage and is frightened 1 round; on a success, takes 1 Vigor damage.
Tactics
GM tactics
Guards gates and thresholds. Barks to alert allies at the first sign of intrusion. Holds position, using Radiant Bark to frighten intruders. Bites those who try to pass. Never abandons its post.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- 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 2 kills it outright, and a single blow of 2 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.