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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 12 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
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.