KING
Ice Elemental

Ice Elemental

Elemental · no Crown (Mundane)

T3d8Minor

Frostbite wanderers of tundras, ice elementals freeze lakes, shards piercing skin.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 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--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Living Ice

Immune to cold damage; takes 1 extra damage from fire. Water within 30 ft freezes over.

Passive

Freezing Aura

A creature that starts its turn within 5 ft takes 1 Vigor damage from the biting cold.

Maneuvers

Maneuver

Flash Freeze

Ice erupts around one creature within 15 ft. Body save (DC 15): on a failure it takes 3 damage and is slowed for 1 round, on a success it takes 1 Vigor damage.

Reactions

Reaction

Shattering Death

When destroyed, it bursts into razor shards. Each creature within 10 ft makes a Body save (DC 15): 3 damage on a failure, 1 Vigor damage on a success.

Tactics

GM tactics

Closes distance so its Freezing Aura bites. Flash Freeze locks down melee threats and holds them in the cold. Avoids fire sources. Even in death, it punishes anyone standing close.

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.