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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 4 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
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.
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.