Githzerai Monk
Humanoid · no Crown (Lawful)
T2d6Minor
Zerthimons of Limbo, githzerai monks achieve mental harmony, deflecting attacks with disciplined strikes.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 13 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 18 | - | - |
| Sense | 18 | - | - |
| Heart | 8 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mental Discipline
Advantage on Mind saves. Falls slowly and unharmed, ignoring the first 50 ft of any fall.
Maneuvers
Stunning Strike
Centers its next blow: the next creature it hits this turn makes a Body save (DC 13) or is stunned for 1 round.
Reactions
Deflect Missiles
When hit by a ranged attack, reduces the damage by 1; if reduced to nothing, the monk catches the projectile.
Tactics
GM tactics
Uses mobility to stay in melee with the most dangerous opponent. Stunning Strike against spellcasters. Deflects the arrows aimed at it and answers archers first. Retreats only if mission requires survival for later report.
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.