KING
Suwako

Suwako

Celestial · no Crown (Sacred)

T2d6Minor

Amphibious divinities, suwako bless waters, croaking prophecies of renewal.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 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
Body8--
Mind14--
Sense14--
Heart12--
Cunning14--
Fate16--

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

Passives

Passive

Blessed Waters

Breathes air and water. Water within 60 ft is purified; a creature that drinks it regains 1 Vigor.

Maneuvers

Maneuver

Croaking Prophecy

One ally within 60 ft gains advantage on its next save. If that save succeeds, the ally also regains 1 Vigor.

Maneuver

Tidal Blessing

Blessed water floods a 30 ft radius. Allies in the area regain 1 Vigor. Enemies make a Body save (DC 13) or are slowed for 1 round.

Reactions

Reaction

Leaping Dodge

When targeted by an attack, springs up to 20 ft away. The attack misses if the leap carries it out of reach.

Tactics

GM tactics

Stays near water sources to maximize Blessed Waters. Uses Tidal Blessing to heal allies while hindering enemies. Croaking Prophecy provides tactical advantage. Leaps away from danger. Prefers supporting allies over direct combat.

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.