KING
Giant Badger

Giant Badger

Beast · no Crown (Mundane)

T1d4Minor

Enlarged burrowers, giant badgers tunnel through earth, their fury unearthing hidden foes.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Burrower

Burrows 10 ft per round. Advantage on Cunning checks relying on smell.

Passive

Ferocious When Cornered

If it cannot reach a tunnel, it does not flee at 0 Vigor; it fights on with advantage on its attacks.

Maneuvers

Maneuver

Burrow Ambush

Tunnels underground and erupts beneath a creature within 20 ft, attacking with advantage. The target makes a Body save (DC 11) or is knocked prone.

Tactics

GM tactics

Aggressively defends its burrow. Emerges from underground to attack. When cornered, fights with surprising ferocity. Retreats into tunnels if outmatched.

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.