Giant Elk
Beast · no Crown (Mundane)
T2d6Minor
Antlered forest behemoths, giant elks charge herds, majesty in meadows.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Charge
If it moves 20 ft or more straight toward a target before attacking, a hit also deals 1 Vigor damage.
Beast of Burden
Can carry riders; forest guardians break them as mounts.
Maneuvers
Trampling Charge
Gallops up to 40 ft in a straight line. Each creature in its path makes a Body save (DC 13): on a failure it takes 2 damage and is knocked prone, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Majestic forest creatures. Charges to protect herd. Often befriended by druids and elves.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 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.