KING
Watchdog

Watchdog

Celestial · no Crown (Sacred)

T1d4Minor

Vigilant celestial hounds, watchdogs guard gates, barking to alert of intruders.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 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--
Mind8--
Sense12--
Heart10--
Cunning12--
Fate14--

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

Passives

Passive

Vigilant

Cannot be surprised, smells invisible creatures within 30 ft, and its bark warns every ally within 300 ft the moment it spots an intruder.

Passive

Loyal Guardian

Gains +2 AC while standing at its assigned post. It never abandons that post.

Maneuvers

Maneuver

Radiant Bark

Each enemy within 15 ft makes a Heart save (DC 11) or takes 1 damage and is frightened 1 round; on a success, takes 1 Vigor damage.

Tactics

GM tactics

Guards gates and thresholds. Barks to alert allies at the first sign of intrusion. Holds position, using Radiant Bark to frighten intruders. Bites those who try to pass. Never abandons its post.

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.