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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 12 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fire-Born
Flies 30 ft on sputtering wings and is immune to fire damage.
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
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.