KING
Steam Elemental

Steam Elemental

Elemental · no Crown (Mundane)

T2d6Minor

Scalding vapor bursts, steam elementals scald in geysers, whistles warning blasts.

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--
Cunning14--
Fate12--

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

Passives

Passive

Steam Form

Slips through gaps as narrow as an inch, and the vapor within 10 ft is lightly obscured. A creature that strikes it in melee takes 1 Vigor damage from scalding spray.

Passive

Vaporous Nature

Resistant to fire damage. A hard blast of cold air or water disperses it for 1 round, during which it cannot act.

Maneuvers

Maneuver

Geyser Eruption

Superheated steam erupts in a 10 ft radius at a point within 30 ft. Each creature in the area must pass a Body save (DC 13) or take 2 damage and be blinded for 1 round; on a success, 1 Vigor damage.

Tactics

GM tactics

Closes to melee range where its Steam Form punishes attackers. Uses Geyser Eruption to blind groups. Fights near hot springs and volcanic vents, and scatters from cold air and water.

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.