KING
Earth Elemental

Earth Elemental

Elemental · no Crown (Mundane)

T3d8Minor

Rock-shaking behemoths, earth elementals burrow through stone, slams quaking the ground.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  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+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind4--
Sense16--
Heart12--
Cunning6--
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.

Passive

Mindless Stone

It does not eat, sleep, breathe, or fear. It never flees and grinds forward until broken apart.

Maneuvers

Maneuver

Ground Pound

Slams both fists into the earth. Each creature within 15 ft touching the ground makes a Body save (DC 15) or takes 3 damage and is knocked prone; on a success it takes 1 Vigor damage.

Reactions

Reaction

Merge with Stone

Once per fight, when badly wounded, it sinks into a stone surface and emerges from the ground up to 30 ft away.

Tactics

GM tactics

Burrows beneath enemies and erupts with Ground Pound. Wades into the heaviest fighter and keeps slamming. Earth Glide carries it under ranged attackers rather than leaving them free to shoot. Merges with stone when badly broken to ambush again.

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.