Slarg
Celestial · no Crown (Sacred)
T2d6Minor
Horned celestial hounds, slarg track fiends across planes, loyal to angelic masters.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fiend Tracker
Smells fiends within 60 ft and can follow their scent across planar boundaries. Advantage on checks to track by scent.
Pack Tactics
Advantage on attacks when an ally is adjacent to the target.
Maneuvers
Baying Howl
Fiends within 30 ft make a Heart save (DC 13) or are frightened for 1 round and cannot teleport or shift planes until the end of their next turn.
Tactics
GM tactics
Hunts in packs with other slarg. Uses Baying Howl to pin down fiends, preventing escape. Closes in pairs so Pack Tactics gives every bite advantage. Loyal to its angelic handler and never retreats unless commanded.
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.