KING
Girallon

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)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind7--
Sense14--
Heart14--
Cunning14--
Fate12--

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

Passives

Passive

Four-Armed Climber

Climbs at full speed and can keep hold of a grabbed creature while still swinging its other arms.

Passive

Aggressive

Moves toward the nearest enemy as a free action at the start of its turn.

Maneuvers

Maneuver

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.