KING
Air Elemental

Air Elemental

Elemental · no Crown (Mundane)

T3d8Minor

Whirlwind nomads of skies, air elementals gust with invisible fury, lifting foes into tempests.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 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--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Air Form

A body of living wind. Slips through gaps as narrow as 1 inch and can pass through occupied spaces. Resistant to lightning damage.

Maneuvers

Maneuver

Gust

One creature within 10 ft makes a Body save (DC 15) or is shoved 15 ft and knocked prone.

Maneuver

Whirlwind

Spins into a screaming vortex. Each creature within 10 ft makes a Body save (DC 15): on a failure it takes 3 damage and is flung 20 ft into the air, on a success it takes 1 Vigor damage.

Reactions

Reaction

Deflecting Winds

When a ranged attack is made against it, the shot fights a wall of wind: the attack is made at disadvantage.

Tactics

GM tactics

Uses its Air Form to move through enemies, disrupting formations. Opens with Whirlwind to scatter melee combatants. Uses Gust to shove stragglers off their feet. Stays airborne to avoid grounded melee fighters.

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.