Girallon
Monstrosity · Crown of Wrath
T3d8Minor
Four-armed ape horrors, girallons rend with claws, jungles echoing roars.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 11 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 7 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Four-Armed Climber
Climbs at full speed and can keep hold of a grabbed creature while still swinging its other arms.
Aggressive
Moves toward the nearest enemy as a free action at the start of its turn.
Maneuvers
Rend
Seizes one creature within reach in two arms and tears. Body save (DC 15) or take 3 damage and be grabbed; on a success, takes 1 Vigor damage.
Tactics
GM tactics
Drops from trees with terrifying roars. Uses all four arms to tear apart prey. Aggressive and relentless.
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.