KING
Shoalarim

Shoalarim

Giant · no Crown (Mundane)

T2d6Minor

Aquatic giant warriors, shoalarim spear fish, scales iridescent.

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

AC1313 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
Body18--
Mind14--
Sense16--
Heart16--
Cunning8--
Fate14--

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. Its iridescent scales make it resistant to radiant damage.

Maneuvers

Maneuver

Net

Hurls a weighted net at a creature within 15 ft; the target makes a Body save (DC 13) or is restrained until it cuts or wrestles free.

Maneuver

Blinding Flash

Its scales flash with caught light. Creatures within 30 ft make a Sense save (DC 13) or are blinded 1 round.

Tactics

GM tactics

Peaceful aquatic giants who trade with surface dwellers. Fights only to defend. Uses nets to capture rather than kill.

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.