KING
Witchlight Amalgam

Witchlight Amalgam

Aberration · no Crown (Meridian)

T3d8Minor

An amorphous mass of translucent tissue riddled with floating points of trapped light that absorbs all light-based attacks, healing from them and discharging stored energy in devastating blasts.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 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--
Mind4--
Sense14--
Heart12--
Cunning8--
Fate14--

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

Passives

Passive

Light Absorption

Light and radiant attacks cause it no harm; each one absorbed heals 1 Vigor and is stored as a trapped mote. Cold damage dims it: it cannot use Light Discharge until the end of its next turn.

Passive

Sickly Aura

Sheds queasy green light in 30 ft. A creature that starts its turn in the aura takes 1 Vigor damage from nausea.

Maneuvers

Maneuver

Light Discharge

Releases every trapped mote in a searing 20 ft burst; usable only if it has absorbed at least one light attack since its last discharge. Body save (DC 15) or a creature takes 3 damage and is blinded for 1 round; on a success it takes 1 Vigor damage.

Maneuver

Engulf

Flows over a prone or grabbed creature; the engulfed creature takes 1 Vigor damage at the start of each of its turns until it pulls free.

Tactics

GM tactics

The witchlight amalgam closes to melee and flows over anything it can pin with Engulf. It actively seeks to absorb light-based attacks to fuel Light Discharge. Attacking it with radiant magic makes it more dangerous. Physical and cold damage are the best counters.

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.