KING
Air Elemental Myrmidon

Air Elemental Myrmidon

Elemental · no Crown (Mundane)

T3d8Minor

Whirlwind glaive dancers, air myrmidons slice with winds, serving djinni.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Flight

Flies 30 ft and can hover, striking down past shields and spear walls.

Passive

Lightning Resistance

Resistant to lightning damage. If its bound plate armor is torn open, the wind inside bleeds out and it is weakened until destroyed.

Maneuvers

Maneuver

Lightning Strike

Storm charge crackles along its glaive. The next creature it hits this turn takes 1 extra Vigor damage and makes a Body save (DC 15) or is stunned 1 round.

Tactics

GM tactics

Uses flight to stay above melee range, striking down with its glaive. Lightning Strike against the most armored target. Obeys its djinni master without question.

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.