KING
Slithering Tracker

Slithering Tracker

Ooze · Crown of Deception

T2d6Minor

Ooze spies, slithering trackers mimic voices, infiltrating lairs.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 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
Body8--
Mind16--
Sense14--
Heart12--
Cunning18--
Fate14--

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

Passives

Passive

Amorphous

Squeezes through 1-inch gaps and climbs any surface. While motionless it is indistinguishable from a puddle of clear water.

Passive

Keen Tracker

Senses its surroundings within 120 ft without sight and has advantage on checks to track a creature it has tasted.

Maneuvers

Maneuver

Life Leech

Attacks a sleeping, grabbed, or helpless creature with advantage. When it damages a creature, the tracker regains 1 Vigor.

Maneuver

Sleep Sting

On a hit, the target makes a Body save (DC 13) or falls into a drugged sleep for 1 hour or until it takes damage.

Tactics

GM tactics

Tracks specific targets. Waits until prey sleeps, then drains them. Created by wizards as assassins. Intelligent enough for cunning ambushes.

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.