KING
Sea Giant

Sea Giant

Giant · no Crown (Mundane)

T4d10Minor

Wave-riding titans, sea giants hurl whales, beards of kelp.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 13  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1313 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body22--
Mind16--
Sense18--
Heart16--
Cunning8--
Fate16--

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

Passives

Passive

Amphibious

Breathes air and water. Swims 60 ft.

Passive

Cold Resistance

Resistant to cold damage.

Maneuvers

Maneuver

Tidal Wave

Drags a wall of water down a 30 ft line. Each creature in it makes a Body save (DC 17): on a failure it takes 4 damage and is pushed 30 ft; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Guardians of the deep. Capsizes ships. Creates whirlpools to trap prey. Generally neutral unless territory invaded.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 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.