Crocodile
Beast · no Crown (Mundane)
T1d4Minor
Ambush predators of murky waters, crocodiles snap with death rolls, lurking just beneath the surface.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Ambush Swimmer
Swims at full movement speed and can hold its breath for 15 minutes, lying motionless just beneath the surface.
Maneuvers
Clamping Jaws
When its bite hits, the jaws lock and the target is grabbed; the crocodile drags it toward deep water.
Death Roll
A target it has grabbed takes 1 damage and is knocked prone as the crocodile spins violently.
Tactics
GM tactics
Waits motionless in shallow water. Lunges to bite and grapple prey at water's edge. Drags victims into deep water to drown.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- 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 2 kills it outright, and a single blow of 2 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.