Giant Lizard
Beast · no Crown (Mundane)
T1d4Minor
Scaled swamp crawlers, giant lizards lash with tails, basking on sun-warmed rocks.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Wall Climber
Climbs difficult surfaces, even upside down on ceilings. Advantage on checks to hide among swamp or rock.
Maneuvers
Tail Swipe
Every creature within 5 ft makes a Body save or is knocked prone.
Ceiling Drop
Drops from a ceiling or overhang onto a target below. The target makes a Body save or takes 1 damage and is knocked prone; on a success it takes 1 Vigor damage. The lizard lands on its feet.
Reactions
Detach Tail
When grabbed, the lizard sheds its tail and slips free automatically. The tail regrows in a week.
Tactics
GM tactics
Ambushes from concealment-often from ceilings or murky water. Uses Ceiling Drop for devastating surprise attacks. Detaches tail to escape if grappled. Can be trained as a mount for Small creatures.
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.