KING
Hag (Sea)

Hag (Sea)

Fey · Crown of Deception

T2d6Minor

Aquatic siren crones, sea hags drown sailors, beauty veiling their fishy forms.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  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+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Spellcasting (drowned siren-song)

Wraps herself in an illusion of a comely maiden (Cunning check DC 13 to see through) and sings the drowning-songs of the deep. She breathes air and water alike.

Maneuvers

Maneuver

The Drowsing

Her lullaby rolls over a 15 ft stretch of water or shore. Creatures there make a Sense save (DC 13) or grow heavy-lidded and slowed until the start of her next turn, drifting toward the tide.

Maneuver

Tidal Wave

She calls up a surge from the nearest water at a point within 60 ft. Each creature caught makes a Body save (DC 13): on a failure it takes 2 damage and is knocked prone as the water drags it down, on a success it takes 1 Vigor damage.

Maneuver

Death Glare

She fixes her eyes on a creature within 30 ft: Heart save (DC 13) or it takes 2 damage as its heart seizes in her drowning-song.

Tactics

GM tactics

Lures sailors close with her illusory beauty, then drops the guise. The Drowsing leaves them slow and heavy-lidded, Tidal Wave takes their footing, and Death Glare finishes whoever is still standing. Drags the drowned into the deep.

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.