Fire Elemental Myrmidon
Elemental · no Crown (Mundane)
T3d8Minor
Blazing sword-wielders, fire myrmidons ignite blades, serving ifrit commanders.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 12 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fire Immunity
Immune to fire damage.
Bound Discipline
A flame chained into plate armor. It does not eat, sleep, or breathe, obeys its summoner without hesitation, and fights until destroyed instead of fleeing at 0 Vigor.
Maneuvers
Fire Sweep
Sweeps its flaming blade in a 10 ft arc. Each creature in the arc must make a DC 15 Body save; on a failure it takes 3 damage, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Charges into melee and stays there. Uses Fire Sweep when flanked by multiple enemies. Obeys its commander without hesitation. Fights until destroyed.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.