KING
Mire Walker

Mire Walker

Fiend · Crown of Sloth

T2d6Minor

A humanoid figure of packed grey mud standing seven feet tall, the Mire Walker exudes a crushing gravity field that halves movement, prevents flight, and causes the ground itself to swallow anyone who stands still too long.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +5  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart14--
Cunning14--
Fate16--

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

Passives

Passive

Gravity Field

A 20 ft aura of crushing heaviness. Creatures within move at half speed and cannot jump or fly; ranged weapons fired through it have half range. The Mire Walker moves at full speed in its own field and cannot be slowed, pushed, or knocked prone.

Maneuvers

Maneuver

Sinking

The ground beneath one creature in the aura that has not moved since its last turn becomes quicksand. It makes a Body save (DC 13) at the start of each of its turns or sinks deeper: first slowed, then restrained, then buried and suffocating. The ground releases when the Mire Walker dies or leaves.

Maneuver

Gravity Crush

The field doubles down for 1 round: every creature in the aura makes a Body save (DC 13) or is knocked prone and cannot rise until the start of the Mire Walker's next turn.

Reactions

Reaction

Heavy Ground

When a creature in the aura tries to move more than 10 ft in a turn, the mud softens underfoot: Body save (DC 13) or its movement ends immediately.

Tactics

GM tactics

The Mire Walker advances slowly toward the most active combatant. It uses Gravity Crush to knock everyone prone, then Sinking on anyone who stays still. It does not hurry. It does not need to. The ground is patient, and everything eventually stops moving.

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.