KING
Mud Mephit

Mud Mephit

Elemental · no Crown (Mundane)

T1d4Minor

Slimy bog dwellers, mud mephits splatter filth, sinking foes in mire.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense12--
Heart8--
Cunning12--
Fate10--

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

Passives

Passive

Elemental Nature

Flies 20 ft. Does not need to eat, sleep, or breathe.

Passive

Death Burst

When destroyed, explodes in mud. Creatures within 5 ft make a Body save (DC 11) or are restrained until the end of their next turn.

Maneuvers

Maneuver

Fists

Melee attack.

Maneuver

Mud Breath (Recharge 6)

15 ft cone of mud. Creatures in the cone make a Body save (DC 11) or are restrained for 1 round.

Tactics

GM tactics

Uses Mud Breath to restrain enemies, allowing allies to attack with advantage. Death Burst restrains melee attackers. Fights in swampy terrain.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.