KING
Star Spawn Hulk

Star Spawn Hulk

Aberration · Crown of Despair

T3d8Minor

Hulking aberrations infused with alien power, hulks smash with fists that warp reality, guardians of star spawn incursions.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind8--
Sense18--
Heart14--
Cunning8--
Fate16--

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

Passives

Passive

Reaping Form

Its bulk warps the space around it. A creature that starts its turn within 10 ft takes 1 Vigor damage, as does any caster whose spell strikes the hulk.

Maneuvers

Maneuver

Reality Rend

Slams the ground and space buckles. Each creature within 15 ft must pass a Mind save (DC 15) or take 3 damage and be dazed for 1 round; on a success, 1 Vigor damage.

Reactions

Reaction

Psychic Feedback

Once per round, when a creature damages the hulk, that creature must pass a Mind save (DC 15) or be stunned for 1 round.

Tactics

GM tactics

Charges into melee range to maximize Reaping Form damage. Uses Reality Rend when surrounded. Wades toward healers and lets Psychic Feedback punish whoever strikes it. Protected by grue swarms that weaken enemy minds.

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.