KING
Magma Mephit

Magma Mephit

Elemental · no Crown (Mundane)

T1d4Minor

Molten imp swarms, magma mephits bubble in pools, hardening shells.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense12--
Heart8--
Cunning12--
Fate10--

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

Passives

Passive

Fire-Born

Flies 30 ft on sputtering wings and is immune to fire damage.

Passive

Death Burst

When destroyed, the mephit bursts in a spray of magma. Creatures within 5 ft make a Body save (DC 11) or take 1 damage.

Maneuvers

Maneuver

Heat Metal

The mephit clutches a metal object a creature within reach holds or wears, heating it red-hot. The creature makes a Body save (DC 11) or must drop it; if it cannot or will not, it takes 1 Vigor damage.

Tactics

GM tactics

Swarms metal-armored targets, using Heat Metal to force them to drop weapons. Explodes on death. Pools around volcanic vents.

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.