KING
Bone Devil

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)

AC1414 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense20--
Heart8--
Cunning20--
Fate16--

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

Passives

Passive

Fiendish Resilience

Immune to fire, cold, and poison damage; advantage on saves against spells.

Passive

Devil's Sight

Sees clearly through darkness, even magical darkness.

Maneuvers

Maneuver

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.

Maneuver

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.