KING
Satyr

Satyr

Fey · no Crown (Mundane)

T2d6Minor

Reveling pipe-players, satyrs charm with music, hooves dancing in moonlit groves.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 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--
Mind14--
Sense14--
Heart8--
Cunning16--
Fate14--

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

Passives

Passive

Magic Resistance

Advantage on saves against spells.

Passive

Mirthful Leaps

Long jumps cover an extra 10 ft.

Maneuvers

Maneuver

Ram or Shortsword

Standard melee attack with horns or blade.

Maneuver

Panpipe Melody

Plays one song. Every creature within 60 ft that can hear makes a Heart save (DC 13) or is affected: Charm, dazed for 2 rounds; Fear, frightened for 2 rounds; Lullaby, stunned 1 round. A creature that takes damage shakes off the song.

Tactics

GM tactics

Opens with a Panpipe melody to charm or frighten the group. Rams anyone who resists the music. Flees gracefully if outnumbered, leaping obstacles with ease.

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.