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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 14 | - | - |
| Sense | 16 | - | - |
| Heart | 16 | - | - |
| Cunning | 8 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Amphibious
Breathes air and water, swims 40 ft. Its iridescent scales make it resistant to radiant damage.
Maneuvers
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.
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.