KING
Hoarding Wyrm (fiend)

Hoarding Wyrm (fiend)

Fiend · Crown of Mammon

T3d8Minor

Greedy infernal serpents, hoarding wyrms burrow treasures, breaths of greed.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  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+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense18--
Heart14--
Cunning18--
Fate16--

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

Passives

Passive

Infernal Hide

Immune to fire and poison damage.

Passive

Gold Nose

Burrows 30 ft and smells gold and gems within 60 ft, even through stone.

Maneuvers

Maneuver

Constrict

A creature the wyrm hits is grabbed (Body save DC 15 to break free); a grabbed creature takes 1 Vigor damage at the start of the wyrm's turn as the coils tighten.

Maneuver

Greed Breath

Exhales gilded fumes in a 30 ft cone. Each creature in the cone makes a Heart save (DC 15) or spends its next turn snatching up and hoarding whatever valuables are in reach.

Tactics

GM tactics

Guards infernal treasures. Uses Greed Breath to disable threats. Constricts anyone touching its hoard.

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.