KING
Fire Mephit

Fire Mephit

Elemental · no Crown (Mundane)

T1d4Minor

Impish flame imps, fire mephits ignite mischief, exploding in fiery tantrums.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense12--
Heart10--
Cunning12--
Fate10--

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

Passives

Passive

Cinder Imp

Flies 30 ft and is immune to fire damage.

Passive

Death Burst

When destroyed, it explodes in a fiery tantrum. Each creature within 5 ft must make a DC 11 Body save or take 1 damage.

Maneuvers

Maneuver

Fire Breath

Spits flame in a 15 ft cone. Each creature in the cone must make a DC 11 Body save; on a failure it takes 1 damage, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Flies in close, uses Fire Breath on groups. Explodes on death to punish melee attackers. Mischievous and reckless.

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.