Elemental Beast (Earth)
Elemental · no Crown (Mundane)
T1d4Minor
Rocky hide guardians, elemental earth beasts charge like boulders, horns of stone.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 12 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 10 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Stone Hide
Resistant to nonmagical physical damage
Tremorsense
Detects vibrations through the ground within 30 ft
Elemental Nature
Does not need to eat, sleep, or breathe
Maneuvers
Charge
If the beast moves 20+ ft toward a target, make a gore attack. On hit, the target makes a Body save (DC 11) or is knocked prone.
Tactics
GM tactics
Charges the nearest enemy and gores them. Stays on the ground where its Tremorsense and Stone Hide give advantage. Simple but durable.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- 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 2 kills it outright, and a single blow of 2 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.