KING
Azer

Azer

Elemental · no Crown (Mundane)

T2d6Minor

Dwarven fire crafters, azer forge in volcanic smithies, hammers ringing like thunder.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 13  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1313 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind12--
Sense14--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Forge-Born

Immune to fire damage. Sheds bright light in 10 ft and does not eat, sleep, or breathe.

Passive

Heated Body

A creature that hits the azer with a melee attack within 5 ft takes 1 Vigor damage.

Maneuvers

Maneuver

Forge Strike

Grips a foe's armor or blade and heats the metal white-hot. One creature in reach makes a Body save (DC 13) or takes 2 damage; on a success, 1 Vigor damage.

Tactics

GM tactics

Fights in disciplined formations alongside other azer. Uses Forge Strike on armored targets to heat their armor. Retreats to volcanic terrain where its fire immunity gives advantage.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.