KING
Retainer (custom construct)

Retainer (custom construct)

Construct · no Crown (Mundane)

T1d4Minor

Enchanted servants of nobles, retainers perform tasks eternally, eyes glowing with arcane obedience.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind4--
Sense12--
Heart10--
Cunning8--
Fate10--

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

Passives

Passive

Construct Nature

Immune to poison, disease, charm, fear, and exhaustion. Mindless: it follows its last spoken command, never flees, and fights until destroyed.

Maneuvers

Maneuver

Interpose

Moves adjacent to its master; the master gains +1 AC until the start of the retainer's next turn.

Reactions

Reaction

Defensive Protocol

When a creature attacks its master, the retainer clamps onto the attacker. Body save (DC 11) or the attacker is grabbed until it breaks free.

Tactics

GM tactics

Prioritizes protecting its master above all else. Interposes itself between threats and its owner. Only attacks when commanded or when its master is in immediate danger. Fights with whatever objects are nearby.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, and a single blow of 2 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.