KING
Elemental Beast (Earth)

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)

AC1212 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense12--
Heart10--
Cunning10--
Fate10--

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

Passives

Passive

Stone Hide

Resistant to nonmagical physical damage

Passive

Tremorsense

Detects vibrations through the ground within 30 ft

Passive

Elemental Nature

Does not need to eat, sleep, or breathe

Maneuvers

Maneuver

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.