Ice Mephit
Elemental · no Crown (Mundane)
T1d4Minor
Chilly jesters, ice mephits freeze puddles, breaths frosting air.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 9 · ATK +1 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 12 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Winged Frost
Flies 30 ft. Immune to cold damage; takes 1 extra damage from fire.
Death Burst
When destroyed, it shatters into stinging ice. Each creature within 5 ft makes a Body save (DC 11): 1 damage on a failure, 1 Vigor damage on a success.
Maneuvers
Frost Breath
Exhales a 15 ft cone of frost. Each creature caught makes a Body save (DC 11): on a failure takes 1 damage and is slowed for 1 round, on a success takes 1 Vigor damage.
Tactics
GM tactics
Uses Frost Breath to slow enemies for allies. Annoying pest that freezes the ground. Avoids fire at all costs.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- 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 2 kills it outright, and a single blow of 2 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.