KING
Ragewalker

Ragewalker

Fiend · Crown of Wrath

T2d6Minor

A tall, gaunt humanoid wreathed in heat shimmer, with embers glowing through cracks in its skin. It walks with purposeful, ground-eating stride -- never running, just walking faster and faster, swelling with heat, until it begins to swing.

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

AC1313 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--
Mind6--
Sense16--
Heart14--
Cunning14--
Fate14--

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

Passives

Passive

Escalating Growth

Each round of combat it swells hotter, gaining +1 to attack rolls (no maximum). It never runs; it only walks faster.

Passive

Fire-Wreathed

Immune to fire damage, and a creature that strikes it in melee takes 1 Vigor damage from the heat. Cold shrinks it: each point of damage it takes from cold also lowers its attack bonus by 1.

Passive

Combat Dependency

When combat ends with every enemy dead or fled, it takes 1 damage as the rage gutters, then goes dormant until provoked.

Maneuvers

Maneuver

Heat Wave

Its body temperature spikes. Each creature within 15 ft makes a Body save (DC 13); on a failure it takes 2 damage, on a success 1 Vigor damage.

Tactics

GM tactics

Walks toward the nearest target, swelling hotter each round. Opens with its burning fists and escalates to Heat Wave when surrounded. Grows more dangerous the longer combat continues. Cold-based attacks are its only real weakness.

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.