KING
Gorewail

Gorewail

Fiend · Crown of Wrath

T2d6Minor

A skinless humanoid with an oversized jaw that unhinges like a snake's, its exposed musculature twitching constantly. It has no eyes -- the sockets sealed with scar tissue -- but tracks targets by sensing heartbeats. Its scream is not pain but accusation.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +5  ·  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+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind12--
Sense8--
Heart14--
Cunning14--
Fate14--

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

Passives

Passive

Heartbeat Sense

Senses every living creature within 60 ft by heartbeat, sight or no sight. Cannot be surprised by the living.

Passive

Escalating Fury

Fights to the death instead of fleeing at 0 Vigor, and gains +1 to attack rolls for every point of damage it has taken.

Maneuvers

Maneuver

Wail of Rage

A scream of pure accusation. Every creature within 30 ft makes a Heart save (DC 13) or spends its next turn attacking the nearest creature, friend or foe.

Reactions

Reaction

Retaliatory Shriek

When struck in melee, it shrieks into the attacker's face: Heart save (DC 13) or the attacker is dazed for 1 round.

Tactics

GM tactics

Charges the largest cluster of enemies and opens with Wail of Rage to turn them against each other. Focuses claws on the most wounded target. Becomes increasingly dangerous as it takes damage. Never retreats -- fights until dead or everything around it is dead.

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.