KING
Earth Elemental Myrmidon

Earth Elemental Myrmidon

Elemental · no Crown (Mundane)

T3d8Minor

Armored ground shakers, earth myrmidons wield mauls, bound to elemental lords.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  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+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Tremorsense

Feels vibrations through the ground within 30 ft; nothing touching earth or stone hides from it.

Passive

Bound to Service

A soldier of living stone in elemental plate. It does not eat, sleep, or breathe, never flees, and fights until broken apart or released by its summoner.

Maneuvers

Maneuver

Thunderous Strike

Brings its maul down like a falling boulder. One creature within reach makes a Body save (DC 15) or takes 3 damage, is knocked prone, and is pushed 10 ft; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Holds a position with unwavering discipline. Uses Thunderous Strike to break enemy formations. Obeys its summoner's commands without question or creativity.

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.