KING
Quickling Brute

Quickling Brute

Fey · Crown of Deception

T2d6Minor

Hulking speed demons, quickling brutes smash in blurs, rage accelerating time.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 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
Body12--
Mind8--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Blinding Speed

Movement speed 90 ft. Attacks against the quickling brute have disadvantage unless it is restrained or incapacitated.

Passive

Evasion

On a successful save against an area effect, takes no damage at all, not even Vigor damage.

Maneuvers

Maneuver

Rushing Tackle

Moves up to 30 ft toward a target. The target makes a Body save or is knocked prone.

Maneuver

Whirlwind Smash

Moves up to 60 ft and makes a greatclub attack against up to 3 creatures adjacent to its path.

Tactics

GM tactics

Rushes into melee, tackles the biggest threat prone, then smashes them. Uses Whirlwind Smash to sweep through clustered enemies. Speed and disadvantage on attacks against it are its main defenses.

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.