Frost Ogre Mage
Giant · Crown of Sloth
T3d8Minor
Ice-wielding northern shamans, frost ogre mages command blizzards, their blue skin marking elemental pacts.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Ice Form
Immune to cold damage; takes 1 additional damage from fire as its frozen flesh melts.
Spellcasting (rimepact shamanry)
A frost giant sworn to elemental winter, it shapes the cold into blizzards, spears of ice, and rime that punishes any hand that strikes it.
Maneuvers
Ice Storm
Calls down a biting blizzard in a 40 ft radius. The area is heavily obscured; a creature that starts its turn inside makes a DC 15 Body save or takes 3 damage, on a success 1 Vigor damage. Lasts 1 minute or until dismissed.
Ice Blade
Hurls a spear of conjured ice at one creature within 60 ft. The target makes a DC 15 Body save or takes 3 damage and is slowed for 1 round; on a success it takes 1 Vigor damage.
Tactics
GM tactics
Calls up Ice Storm to blind enemies and hold the ground, then throws Ice Blade at whoever moves fastest to slow them down. It fights from inside its own blizzard and keeps fire-wielders out at the edge of the storm.
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.