KING
Hoardling

Hoardling

Fiend · Crown of Mammon

T3d8Minor

A lurching, roughly humanoid mound of coins, jewels, and golden chains pressed into a bipedal shape, constantly reabsorbing fallen treasures. Its face is a death mask of hammered gold frozen in an expression of desperate, anxious greed.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +5  ·  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+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart14--
Cunning16--
Fate16--

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

Passives

Passive

Hoard Regeneration

Regains 1 Vigor at the start of its turn while touching a hoard of loose treasure.

Passive

Cursed Remains

When destroyed, it collapses into a heap of gold coins. Anyone who spends one makes a Heart save (DC 15) or becomes obsessed with hoarding gold; the curse breaks only when they give away every coin they own.

Maneuvers

Maneuver

Avalanche of Greed

The hoardling erupts in a torrent of coin. Each creature within 15 ft makes a Body save (DC 15): on a failure it takes 3 damage and is knocked prone, on a success it takes 1 Vigor damage.

Reactions

Reaction

Reabsorb

Once per round when hit by a melee attack, the blow lands in loose coin that scatters and reforms; the hoardling takes only 1 Vigor damage from that attack.

Tactics

GM tactics

Wades into melee, hammering single targets with fists of packed coin. Saves Avalanche of Greed for when it is surrounded. Lets melee blows sink into loose gold and reform. Fights near its hoard to benefit from Hoard Regeneration.

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.