KING
Magma Elemental

Magma Elemental

Elemental · no Crown (Mundane)

T3d8Minor

Molten rock flow, magma elementals erupt from volcanoes, lava burns enduring.

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
Body18--
Mind6--
Sense16--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Molten Body

Immune to fire damage. A creature that hits the elemental with a melee attack from within 5 ft is splashed with lava and takes 1 Vigor damage.

Passive

Cold Hardening

Takes 1 extra damage from cold. When struck by cold its crust hardens: +2 AC and half movement until the end of its next turn.

Maneuvers

Maneuver

Eruption

The elemental bursts upward in a fountain of magma. Creatures within 15 ft make a Body save (DC 15) or take 3 damage and are pushed 10 ft; on a success they take 1 Vigor damage. The ground there becomes lava-slick difficult terrain that deals 1 Vigor damage to any creature entering it.

Tactics

GM tactics

Advances slowly, using Eruption when surrounded and leaving lava-slick ground behind to control the field. Wades toward ranged attackers rather than letting them work at leisure. Fights near volcanic terrain. Cold attacks temporarily harden it but reduce its mobility.

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.