KING
Kraiton

Kraiton

Monstrosity · no Crown (Mundane)

T3d8Minor

Lizardfolk giants, kraitons hurl javelins, swamps their domains.

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
Body20--
Mind8--
Sense14--
Heart14--
Cunning14--
Fate12--

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

Passives

Passive

Swamp-Born

Swims at full speed and can hold its breath for 30 minutes. Ignores difficult terrain in mud and shallow water.

Maneuvers

Maneuver

Tail Sweep

Its heavy tail scythes low. Each creature within 10 ft saves against Body (DC 15) or takes 3 damage and is knocked prone; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Ambushes from swamp water. Hurls javelins at approaching enemies. Uses Tail Sweep when surrounded. Commands lesser lizardfolk.

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.