KING
Smoke Elemental

Smoke Elemental

Elemental · no Crown (Mundane)

T2d6Minor

Choking haze forms, smoke elementals blind and asphyxiate, drifting from fires.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 10  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1010 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
Body16--
Mind6--
Sense14--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Smoke Form

Moves through gaps as narrow as 1 inch and can occupy a hostile creature's space; attacks against it have disadvantage. A strong wind scatters it, dealing it 1 Vigor damage each round it is exposed.

Passive

Fire Resistance

Resistant to fire damage.

Maneuvers

Maneuver

Smother

Flows into a breathing creature's space. The target makes a Body save (DC 13); on a failure it takes 2 damage and is blinded for 1 round as smoke fills its lungs, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Fills corridors and rooms with its own drifting body. Moves into casters' spaces to Smother them, and works isolated targets first. Avoids strong winds, which disperse its form.

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.