KING
Efreeti Noble

Efreeti Noble

Elemental · Crown of Domination

T5d12Major

Sultans of flame, efreeti nobles duel in arenas, fire opals their crowns.

Tier 5  ·  Role Major  ·  Pool Vigor 8 / Vitality 10  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d6rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind16+3d6
Sense20+5d10
Heart16+3d6
Cunning20+5d10
Fate8-1-d3

Passives

Passive

Fire Immunity

Immune to fire damage. Sheds bright light for 60 ft; its flames cannot be doused by ordinary water.

Passive

Sultan's Blaze

A creature that starts its turn within 10 ft takes 1 Vigor damage from the searing heat.

Maneuvers

Maneuver

Hurl Flame

Makes its attack at range, hurling a gout of fire at a target it can see within 120 ft.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Chains of Servitude

Telegraph · disrupt d6 · Heart save

Burning chains lash out at up to 3 creatures within 60 ft. Each makes a Heart save (DC 19): on a failure it takes 5 damage and is restrained by the chains (save ends); on a success it takes 1 Vigor damage.

Reactions

Reaction

Royal Immolation

The first time it drops below half Vitality, it erupts. Each creature within 20 ft makes a Body save (DC 19): 5 damage on a failure, 1 Vigor damage on a success. The noble then vanishes in smoke and reappears up to 60 ft away.

Tactics

GM tactics

Opens with Chains of Servitude on multiple threats. Hurls Flame at whoever is still standing free. Royal Immolation clears the ring when it is surrounded. Fights with imperious contempt, demanding surrender between attacks.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.