KING
Ironvein Crocodilian

Ironvein Crocodilian

Beast · no Crown (Meridian)

T3d8Minor

Twenty-foot armored reptilians with glowing orange veins of superheated blood that splashes attackers with burning gore when wounded.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +6  ·  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+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind8--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Thermoluminescent Blood

Superheated blood glows orange through its hide. A creature that wounds it in melee is splashed and takes 1 Vigor damage; while the crocodilian is wounded it bleeds freely, and any creature starting its turn within 5 ft takes 1 Vigor damage.

Maneuvers

Maneuver

Clamping Jaws

A creature it hits with its bite is grabbed in its jaws (Body save DC 15 to wrench free).

Maneuver

Death Roll

Rolls a grabbed creature under the water or against the stones. The victim makes a Body save (DC 15), taking 3 damage on a failure or 1 Vigor damage on a success.

Tactics

GM tactics

Ironvein crocodilians lurk submerged, indistinguishable from rock. They ambush from the water, lock on with Clamping Jaws, and finish with Death Roll. When wounded, their bleeding creates a zone of fire around them. Melee combat becomes more dangerous the more Vigor they have lost.

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.