KING
Salamander (Average)

Salamander (Average)

Elemental · no Crown (Mundane)

T3d8Minor

Flame-whip wielders, average salamanders forge in fires, tails lashing heat.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 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--
Mind8--
Sense16--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Elemental Fire

Immune to fire damage; takes 1 additional damage from cold.

Passive

Heated Body

A creature that touches the salamander or hits it with a melee attack takes 1 Vigor damage.

Maneuvers

Maneuver

Coiling Tail

When its tail hits, the target is also grabbed (Body check DC 15 to escape). A grabbed creature cooks in the coils, taking 1 Vigor damage at the start of each of its turns.

Maneuver

Flame Whip

Lash one creature within 15 ft. It makes a Body save (DC 15) or takes 1 Vigor damage and is dragged 10 ft toward the salamander.

Tactics

GM tactics

Uses Coiling Tail to grapple targets, cooking them in its heated coils. Flame Whip pulls enemies into melee range. Fights in forges and volcanic lairs where fire immunity gives advantage.

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.