Marid Emissary
Elemental · Crown of Deception
T3d8Minor
Diplomatic wave-talkers, marid emissaries negotiate pacts, bubbles hiding deceit.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 13 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 12 | - | - |
| Sense | 16 | - | - |
| Heart | 8 | - | - |
| Cunning | 18 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Elemental Courtier
Breathes air and water, needs no food or sleep, and is resistant to cold damage. It can wear any humanoid form it pleases.
Maneuvers
Drowning Bubble
One creature within 60 ft makes a Body save (DC 15) or is sealed in a sphere of water: restrained and unable to breathe until it escapes with a Body check (DC 15).
Diplomatic Compulsion
One creature within 30 ft that can hear the emissary makes a Mind save (DC 15) or regards it as a trusted ally for 1 hour. The compulsion ends the moment the emissary or its allies harm the target.
Reactions
Misty Escape
The first time it takes damage, the emissary bursts into mist and reforms in a body of water within 120 ft.
Tactics
GM tactics
Prefers negotiation and deception over combat. Uses Diplomatic Compulsion to turn enemies into allies. Drowning Bubble on those who refuse to parley. Fights only when cornered, using Misty Escape to slip away the moment it is hurt.
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.