KING
Giant Shark

Giant Shark

Beast · no Crown (Mundane)

T2d6Minor

Oceanic predators, giant sharks breach waves, jaws unhinging for whales.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind6--
Sense12--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Blood Frenzy

Smells blood from a mile away and has advantage on attacks against any creature wounded.

Passive

Water Bound

Breathes only water.

Maneuvers

Maneuver

Savage Bite

When its bite hits, the wound keeps bleeding: the target takes 1 Vigor damage at the start of each of its turns until the wound is bound.

Tactics

GM tactics

Relentless predator. Circles before attacking. Frenzies at the smell of blood.

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.