Bone Devil
Fiend · Crown of Deception
T3d8Minor
Osseous schemers, bone devils sting with tails, phylacteries hiding in icy Stygian fortresses.
Tier 3 · Role Minor · Pool Vigor 6 · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 18 | - | - |
| Sense | 20 | - | - |
| Heart | 8 | - | - |
| Cunning | 20 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fiendish Resilience
Immune to fire, cold, and poison damage; advantage on saves against spells.
Devil's Sight
Sees clearly through darkness, even magical darkness.
Maneuvers
Venomous Sting
When its tail sting hits, the target takes 1 extra Vigor damage and makes a Body save (DC 15) or is poisoned for 1 round.
Invisibility
Fades from sight until the moment it attacks.
Tactics
GM tactics
Spies and interrogators of Hell. Uses Invisibility for reconnaissance. Poisons priority targets to weaken them.
Running it
Rules
- One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
- 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.
- With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
- At 0 Vigor it is dead: 6 total damage, 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.