KING
Will-o'-Wisp (fey light)

Will-o'-Wisp (fey light)

Fey · Crown of Despair

T2d6Minor

Luring glow orbs, fey will-o'-wisps lead to bogs, feeding on despair.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  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+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Fey Light

Immune to non-magical physical damage and drifts through creatures and objects; carries nothing. Its glow brightens to a 20 ft radius, dims, or goes out at will; unlit, the wisp is invisible.

Passive

Feed on Despair

When a creature within 10 ft drops, the wisp flares and regains 1 Vigor.

Maneuvers

Maneuver

Lure

One creature within 60 ft that can see its glow makes a Heart save (DC 13) or must move toward the wisp on its next turn, ignoring hazards in its path.

Tactics

GM tactics

Floats over bogs and quicksand, luring travelers with its glow. Uses Lure to walk victims into hazards. Vanishes when threatened, reappearing to shock weakened targets. Feeds on the despair of the dying.

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.