KING
Mud Elemental

Mud Elemental

Elemental · no Crown (Mundane)

T2d6Minor

Quagmire swallowers, mud elementals bog travelers, ooze suffocating slowly.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 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
Body16--
Mind6--
Sense14--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Mud Form

Squeezes through gaps an inch wide and ignores difficult ground of mud, water, and swamp. A creature it has grabbed is blinded while held.

Maneuvers

Maneuver

Mud Grapple

A creature it hits is grabbed and starts to sink into its bulk. Body save (DC 13) at the end of each of the creature's turns to pull free.

Maneuver

Quagmire

Churns the ground within 15 ft of itself into deep mud. Each creature there makes a Body save (DC 13) or sinks waist-deep, restrained (save ends). A creature still stuck after 3 rounds goes under and begins to suffocate.

Tactics

GM tactics

Lurks in swamps disguised as a mud pit. Grapples the first creature to step on it. Creates Quagmire to trap multiple foes. Slowly drowns restrained victims in mud.

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.