KING
Shade Elk

Shade Elk

Beast · no Crown (Meridian)

T2d6Minor

Massive seven-foot cervids with antlers of absolute black that project a 20 ft radius of deep shadow, dimming all light-based abilities within.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart14--
Cunning14--
Fate16--

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

Passives

Passive

Shadow Antlers

Antlers project a 20 ft radius of deep shadow. Within this shadow, all light-based abilities and spells function at half effectiveness. The elk sees perfectly in its own shadow.

Maneuvers

Maneuver

Antler Gore

Standard melee attack.

Maneuver

Shadow Charge

Charges up to 40 ft in a line. The sweeping shadow disorients the target (-2 AC for 1 round), then the elk makes a gore attack against it.

Reactions

Reaction

Darkness Surge

When hit by a light-based attack, the elk's shadow antlers flare, suppressing all light within 20 ft for 1 round.

Tactics

GM tactics

Shade elk are territorial during rut. They charge aggressively, using Shadow Charge to disorient targets before goring. Their shadow aura weakens light-wielding opponents. They retreat into dense forest if outmatched.

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.