KING
Crocodile

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)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Ambush Swimmer

Swims at full movement speed and can hold its breath for 15 minutes, lying motionless just beneath the surface.

Maneuvers

Maneuver

Clamping Jaws

When its bite hits, the jaws lock and the target is grabbed; the crocodile drags it toward deep water.

Maneuver

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.