KING
Smoke Mephit

Smoke Mephit

Elemental · no Crown (Mundane)

T1d4Minor

Sooty puffballs, smoke mephits cough darkness, vanishing in haze.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind10--
Sense12--
Heart8--
Cunning12--
Fate10--

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

Passives

Passive

Flight

Flies 30 ft.

Passive

Death Burst

When destroyed, it bursts into a choking cloud; the area within 5 ft is heavily obscured for 1 round.

Maneuvers

Maneuver

Cinder Breath

Coughs hot ash in a 15 ft cone. Each creature in the cone makes a Body save (DC 11); on a failure it takes 1 damage and is blinded for 1 round, on a success it takes 1 Vigor damage. Cannot breathe again until it rolls a 6 on a d6 at the start of its turn.

Tactics

GM tactics

Flies into enemy lines and uses Cinder Breath. Death Burst provides cover for allies. Works best in groups to create overlapping smoke clouds.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.