KING
Candleback Tortoise

Candleback Tortoise

Beast · no Crown (Meridian)

T2d6Minor

Enormous cart-sized tortoises with shells that blaze with warm golden light, surrounded by a permanent halo of healing radiance that benefits all creatures -- including predators drawn to the glow.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1414 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind6--
Sense16--
Heart18--
Cunning12--
Fate16--

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

Passives

Passive

Living Lighthouse

Its shell blazes like a bonfire in a 40 ft radius and cannot be dimmed while it lives. A creature that ends its turn in the light regains 1 Vigor, friend or foe. Immune to fire damage.

Maneuvers

Maneuver

Shell Block

Withdraws into its shell, gaining +3 AC until the start of its next turn.

Reactions

Reaction

Shell Flare

When struck in melee, the shell flashes blinding-bright. The attacker makes a Sense save (DC 13) or is dazed for 1 round.

Tactics

GM tactics

Candleback tortoises are gentle herbivores that fight only when provoked. Their healing aura attracts a menagerie of wildlife, making encounters with them complicated by the surrounding creatures. They bite only in self-defense and retreat into their shells.

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.