Dao Vizier
Elemental · Crown of Deception
T4d10Minor
Scheming earth advisors, dao vizier plot in courts, earthquakes their subtle threats.
Tier 4 · Role Minor · Pool Vigor 4 (+4 overflow) · AC 13 · ATK +6 · Save DC 17 · Dmg 4 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 14 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Earth Glide
Burrows through nonmagical earth and stone without disturbing it, and feels vibrations through the ground within 60 ft.
Maneuvers
Earth Shift
Sinks into the ground and rises again up to 30 ft away at any point touching earth or stone.
Earthen Tomb
The ground swallows a target within 60 ft: Body save (DC 17) or it is dragged under and buried, restrained and unable to breathe (Body save at the end of each of its turns to dig free); on a success it takes 1 Vigor damage.
Reactions
Stone Double
When targeted by an attack, swaps places with a stone duplicate of itself. The duplicate shatters under the blow.
Tactics
GM tactics
Fights from underground, using Earth Shift to stay mobile. Opens from beneath the floor, surfacing between the party's front and back ranks to split them. Uses Earthen Tomb on casters. Prefers indirect combat through terrain manipulation. Retreats through earth if outmatched.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
- A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
- 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 8 kills it outright, and a single blow of 8 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.