KING
Efreeti Chain (construct)

Efreeti Chain (construct)

Construct · Crown of Domination

T2d6Minor

Brass-bound slavers, efreeti chain constructs whip with flaming links, enforcing obedience.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Construct Nature

Immune to poison, charm, and fear. It never flees; it enforces its master's will until smashed apart.

Passive

Burning Chains

Immune to fire damage. A creature grabbed by its glowing chains takes 1 Vigor damage at the start of each of its turns.

Maneuvers

Maneuver

Binding Chain

Hurls a flaming chain at one creature within 15 ft: Body save (DC 13) or the creature takes 1 Vigor damage and is grabbed. A grabbed creature breaks free with a Body check (DC 13).

Maneuver

Drag to Master

Hauls a grabbed creature up to 30 ft toward the construct or its master; the creature takes 2 damage as it is dragged along the burning links.

Tactics

GM tactics

Binds targets with Binding Chain, then uses Drag to Master to haul them toward its master or into hazards. Its Burning Chains punish anyone it holds. Serves as a guard and torturer for its efreeti master.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.