KING
Tane (fey treekin)

Tane (fey treekin)

Fey · no Crown (Mundane)

T3d8Minor

Bark-skinned guardians, tane entwine intruders, sap healing allies.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind16--
Sense16--
Heart16--
Cunning8--
Fate16--

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

Passives

Passive

Bark Armor

Resistant to nonmagical slashing and piercing damage. Vulnerable to fire damage.

Passive

Rooted

Cannot be pushed, pulled, or knocked prone while standing on natural ground.

Maneuvers

Maneuver

Healing Sap

Touches an ally, which regains 1 Vigor. Usable 3 times per encounter.

Maneuver

Entangling Vines

Each creature within 15 ft makes a Body save (DC 15) or is restrained by grasping vines; a restrained creature can make a Body check as an action to tear free.

Tactics

GM tactics

Stands its ground at the entrance to fey groves. Uses Entangling Vines to immobilize intruders, then pounds them with Branch Slam. Heals wounded fey allies. Utterly immovable - fights until destroyed or the grove is safe.

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.