KING
Djinni Emancipator

Djinni Emancipator

Elemental · no Crown (Good)

T3d8Minor

Freedom-fighting air rebels, djinni emancipators shatter bottles, winds carrying liberation.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 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--
Cunning18--
Fate12--

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

Passives

Passive

Creature of Air

Flies 60 ft (hover). Immune to lightning damage and thunder damage.

Passive

Liberator's Aura

Allies within 30 ft have advantage on saves against being charmed, restrained, or grabbed.

Maneuvers

Maneuver

Liberation Tempest

A freeing gale sweeps 60 ft: every restrained, grabbed, or charmed creature is released, and each enemy that imposed such a condition makes a Body save (DC 15) or takes 3 damage.

Reactions

Reaction

Shield of Gales

When an ally within 30 ft is attacked, a sudden crosswind gives the attack disadvantage.

Tactics

GM tactics

Prioritizes freeing captives and breaking enchantments. Uses Liberation Tempest to counter enemy control effects. Fights to protect allies rather than destroy enemies. Retreats when captives are safe.

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.