KING
Frost Ogre Mage

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)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind18--
Sense18--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Ice Form

Immune to cold damage; takes 1 additional damage from fire as its frozen flesh melts.

Passive

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

Maneuver

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.

Maneuver

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.