KING
Guardian Naga

Guardian Naga

Celestial · no Crown (Sacred)

T3d8Minor

Serpentine protectors of temples, guardian nagas spit venom, coiling to defend sacred sites.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart12--
Cunning8--
Fate18--

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

Passives

Passive

Sacred Guardian

Immune to poison damage and the poisoned condition. If slain, it returns to life within days unless its shrine is desecrated, so it defends its charge without fear of death.

Maneuvers

Maneuver

Spit Venom

Spits at one creature within 30 ft: Body save (DC 15) or blinded for 1 round as the venom sears its eyes.

Maneuver

Constrict

Coils around a creature within reach: Body save (DC 15) or grabbed and restrained, taking 1 Vigor damage at the start of each of the naga's turns as the coils tighten.

Reactions

Reaction

Temple's Fury

When a creature damages the shrine or defiles a holy object, the naga immediately attacks it with advantage.

Tactics

GM tactics

Fights defensively inside its temple, holding the doorways. Spits venom to blind those who approach. Constricts whoever gets past. Defends its charge without hesitation, knowing it will return.

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.