KING
Hezrou

Hezrou

Fiend · Crown of Sloth

T3d8Minor

Toadish tanar'ri brutes, hezrou wade swamps, stench clouds weakening wills.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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--
Mind8--
Sense16--
Heart14--
Cunning14--
Fate14--

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

Passives

Passive

Demonic Hide

Resistant to cold, fire, and lightning damage. Immune to poison damage. Advantage on saves against spells.

Passive

Stench

A creature that starts its turn within 10 ft makes a Body save (DC 15) or is poisoned until the start of its next turn.

Maneuvers

Maneuver

Horrid Bellow

One creature within 30 ft makes a Heart save (DC 15) or is frightened for 1 round.

Tactics

GM tactics

Brute muscle of the Abyss. Wades into combat, relying on stench to weaken foes.

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.