KING
Marid Emissary

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)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind12--
Sense16--
Heart8--
Cunning18--
Fate12--

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

Passives

Passive

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

Maneuver

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).

Maneuver

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

Reaction

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.