KING
Siege Tyrant

Siege Tyrant

Fiend · Crown of Domination

T3d8Minor

An eight-foot humanoid encased head to toe in segmented black chitin that grows from its flesh, the Siege Tyrant is a battlefield commander - directing allied strikes from behind its troops, breaching walls with devastating punches, and boosting all Domination creatures within range.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +7  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+7d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind14--
Sense18--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Fortification

Encased in living black chitin. Regains 1 Vigor at the start of its turn unless it took fire damage since its last turn.

Passive

Battle Standard

Allied Crown of Domination creatures within 120 ft gain +1 to attack rolls and do not flee while the Siege Tyrant stands.

Maneuvers

Maneuver

Command Strike

Instead of attacking, orders up to 3 allied creatures within 60 ft to each make an immediate attack out of turn. Works on any creature, willing or dominated.

Reactions

Reaction

Shield Wall

When an ally within 10 ft is targeted by an attack, the Siege Tyrant interposes its armored bulk and is hit instead.

Tactics

GM tactics

The Siege Tyrant positions itself behind its troops, using Command Strike to direct attacks and Shield Wall to keep its officers standing. It breaches walls and barriers to deny cover. It clearly considers personal combat beneath its rank.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 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.