KING
Mandragora

Mandragora

Plant · Crown of Despair

T2d6Minor

Screaming root humanoids, mandragoras paralyze with cries, potions from blood.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 9  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC99 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense16--
Heart14--
Cunning8--
Fate14--

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

Passives

Passive

Root Senses

Feels vibrations through soil and air within 30 ft; blind beyond that. Takes 1 extra damage from fire.

Passive

Blood Drain

When the mandragora damages a stunned or helpless creature, it drinks deep and regains 1 Vigor.

Maneuvers

Maneuver

Shriek

Creatures within 30 ft that can hear the wail make a Body save (DC 13) or are stunned 1 round. Creatures with plugged ears or deafened are immune.

Tactics

GM tactics

Shrieks to paralyze, then drains blood from helpless victims. Blood is valuable for potions. Wear earplugs when harvesting.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.