KING
Sea Elf

Sea Elf

Fey · no Crown (Mundane)

T1d4Minor

Aquatic fey archers, sea elves ride hippocampi, tridents defending coral kingdoms.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1111 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Amphibious

Breathes air and water. Swims 40 ft and fights underwater without penalty.

Passive

Fey Ancestry

Advantage on saves against charm; immune to magical sleep.

Maneuvers

Maneuver

Tidal Strike

Surges 20 ft through water and attacks with advantage. On a hit the target makes a Body save (DC 11) or is pushed 10 ft.

Tactics

GM tactics

Fights near water whenever possible. Opens with Tidal Strike from the shallows, then retreats underwater where land-based foes cannot follow. Groups into formations to defend coral reefs.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.