KING
Salamander (Noble)

Salamander (Noble)

Elemental · Crown of Domination

T4d10Major

Fiery overlords, noble salamanders rule forges, petrifying gazes.

Tier 4  ·  Role Major  ·  Pool Vigor 6 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
StatScoreModDie
Body20+5d10
Mind8-1-d3
Sense18+4d8
Heart14+2d4
Cunning16+3d6
Fate14+2d4

Passives

Passive

Elemental Fire

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

Passive

Inferno Aura

A creature that starts its turn within 10 ft of the noble, 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 17 to escape) and roasts in the coils, taking 1 Vigor damage at the start of each of its turns.

Maneuver

Erupting Slam

Strike the ground; fire erupts in a 20 ft radius. Each creature makes a Body save (DC 17); on a failure it takes 4 damage and is knocked prone, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Commands lesser salamanders in battle. Opens with Erupting Slam to scatter enemies. Grapples with Coiling Tail while striking with spears. Its Inferno Aura punishes anyone who stays in reach. Rules its forge domain with tyrannical heat.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.