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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Flight
Flies 30 ft and can hover, striking down past shields and spear walls.
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
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.