KING
Bulette

Bulette

Monstrosity · no Crown (Mundane)

T3d8Minor

Burrowing land sharks, bulettes leap from earth, jaws snapping armored hides.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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
Body20--
Mind6--
Sense14--
Heart14--
Cunning14--
Fate12--

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

Passives

Passive

Land Shark

Burrows 40 ft through earth and senses vibrations through the ground within 60 ft.

Passive

Armored Plates

Resistant to damage from nonmagical weapons. Its soft underbelly, exposed mid-leap, grants no such protection.

Maneuvers

Maneuver

Deadly Leap

Springs up to 30 ft and crashes down. Creatures in the landing zone make a Body save (DC 15) or take 3 damage and are knocked prone; on a success, 1 Vigor damage.

Maneuver

Burrow Strike

Erupts from the ground beneath a target and attacks with advantage.

Tactics

GM tactics

Senses vibrations from underground. Bursts up to attack, then burrows to escape retaliation. Leaps onto groups. Prefers halflings as prey.

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.