KING
Dao Taskmaster

Dao Taskmaster

Elemental · Crown of Domination

T3d8Minor

Whip-wielding earth overseers, dao taskmasters drive slaves, gems their currency of cruelty.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  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+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Earth Glide

Burrows through nonmagical earth and stone without disturbing it, and feels vibrations through the ground within 60 ft.

Maneuvers

Maneuver

Stone Whip

Whip attack with 15 ft reach. A struck target is dragged 10 ft toward the dao.

Maneuver

Shackles of Stone

Stone manacles erupt around a target within 60 ft: Body save (DC 15) or the target is restrained (save ends); on a success it takes 1 Vigor damage.

Reactions

Reaction

Earth Armor

When hit by an attack, stone plates snap over its hide, granting +3 AC until the start of its next turn.

Tactics

GM tactics

Opens with Shackles of Stone to restrain the biggest threat. Uses Stone Whip to pull targets into melee. Crushes foes held fast by Shackles of Stone. Commands enslaved minions to swarm enemies while it picks off isolated targets.

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.