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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 12 | - | - |
| Sense | 14 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Winged Frost
Flies 40 ft. Immune to cold damage; takes 1 extra damage from fire.
Mephit Commander
Allied mephits within 30 ft gain +1 to attack rolls.
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
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.