KING
Boneclaw

Boneclaw

Construct · Crown of Despair

T3d8Minor

Skeletal giant hands, boneclaws snatch from earth, dragging victims to underworlds.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 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

Bound Servant

A construct of bone lashed to a living master; immune to poison, charm, and fear, and fights until destroyed. If broken apart, it reforms near its master within hours. Only the master's death ends it.

Passive

Shadow Slip

In dim light or darkness it hides freely and can step between shadows, teleporting up to 60 ft in place of its move.

Maneuvers

Maneuver

Grasping Claw

A claw strike with 15 ft reach. On a hit the target is also grabbed and dragged adjacent; a grabbed creature takes 1 Vigor damage at the start of each of its turns from the crushing bone fingers.

Reactions

Reaction

Reactive Claw

When a creature enters or leaves its 15 ft reach, the boneclaw makes a claw attack against it.

Tactics

GM tactics

Lurks in shadows near its master. Uses Shadow Slip to appear beside a target, then Grasping Claw to drag them away from their allies, isolating the most dangerous opponent in darkness. Uses Reactive Claw to punish anyone trying to escape its enormous reach.

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.