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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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.
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
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.