KING
Myconid Sovereign

Myconid Sovereign

Plant · no Crown (Good)

T3d8Minor

Fungal elemental hybrids, myconid sovereigns spore pacifism, groves of peace.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 10  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1010 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind12--
Sense16--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Rapport Spores

Creatures within 20 ft can speak mind to mind through the sovereign's spore network.

Passive

Sun Sickness

Takes 1 Vigor damage when it starts its turn in direct sunlight.

Maneuvers

Maneuver

Pacifying Spores

One creature within 10 ft makes a Heart save (DC 15) or loses all desire to fight and can take no hostile action, save ends. Taking damage ends the effect.

Maneuver

Hallucination Spores

One creature within 20 ft makes a Mind save (DC 15) or is dazed, wandering the sovereign's grove as a remembered paradise, save ends.

Tactics

GM tactics

Prefers peace. Uses Pacifying Spores to end fights nonviolently. Hallucination Spores as a last resort to incapacitate intruders. Never initiates combat, and never pursues beyond its grove.

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.