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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 4 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 6 | - | - |
| Fate | 12 | - | - |
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.
Mindless Stone
It does not eat, sleep, breathe, or fear. It never flees and grinds forward until broken apart.
Maneuvers
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
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.