KING
Delver

Delver

Aberration · no Crown (Mundane)

T3d8Minor

Serpentine burrowers in the Underdark, delvers hunt with keen senses, constricting prey in tight tunnels and poisoning with fang strikes.

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--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Burrowing

Tunnels through solid stone at half speed, leaving a passage behind, and feels vibrations through the ground within 60 ft.

Maneuvers

Maneuver

Coiling Strike

A struck target is grabbed in the delver's coils.

Maneuver

Constrict

The coils tighten. Each creature the delver has grabbed takes 3 damage and must make a Body save (DC 15) or be poisoned by its fangs for 1 round.

Reactions

Reaction

Stone Dive

When hit by an attack, burrows 10 ft into adjacent stone, gaining cover.

Tactics

GM tactics

Ambushes by bursting out of a stone wall. Grabs targets with Coiling Strike and drags them into tight tunnels where allies can't follow. Bores fresh passages to cut party members off from one another. Retreats into stone if badly wounded.

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.