KING
Ice Mephit Lord

Ice Mephit Lord

Elemental · no Crown (Mundane)

T2d6Minor

Chieftain of frosts, ice mephit lords command blizzards, thrones of ice.

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
Body16--
Mind12--
Sense14--
Heart8--
Cunning14--
Fate12--

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

Passives

Passive

Winged Frost

Flies 40 ft. Immune to cold damage; takes 1 extra damage from fire.

Passive

Mephit Commander

Allied mephits within 30 ft gain +1 to attack rolls.

Passive

Death Burst

When destroyed, it explodes in a burst of blinding snow. Each creature within 10 ft makes a Body save (DC 13): on a failure takes 2 damage and is blinded for 1 round, on a success takes 1 Vigor damage.

Maneuvers

Maneuver

Frost Breath

Exhales a 15 ft cone of frost. Each creature caught makes a Body save (DC 13): on a failure takes 2 damage and is slowed for 1 round, on a success takes 1 Vigor damage.

Tactics

GM tactics

Stays behind its lesser mephits, whose attacks sharpen while it watches. Opens with Frost Breath from cover. More cunning than common mephits but still cowardly, and it bursts into blinding snow when it finally falls.

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.