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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 12 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Amphibious
Breathes air and water. Swims 40 ft and fights underwater without penalty.
Fey Ancestry
Advantage on saves against charm; immune to magical sleep.
Maneuvers
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.