Elemental Beast (Fire)
Elemental · no Crown (Mundane)
T1d4Minor
Flaming pelt predators, elemental fire beasts ignite trails, roars like crackles.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 10 | - | - |
| Cunning | 12 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Living Flame
Immune to fire damage. Water and cold are its bane: it takes 1 extra damage from water or cold attacks, and a full dousing snuffs it out.
Blazing Trail
Leaves fire burning in each space it moves through until the end of the round. A creature that enters the fire takes 1 Vigor damage.
Maneuvers
Pounce
If it moves 20+ ft toward a target before attacking and hits, the target makes a Body save (DC 11) or is knocked prone.
Tactics
GM tactics
Charges through enemy lines leaving Blazing Trail. Pounces on casters and archers. Avoids water and retreats from cold attacks.
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.