Thug
Humanoid · Crown of Domination
T1d4MinorThugCriminalHumanoid
A brutal enforcer who uses intimidation and brute force. Thugs serve as muscle for criminal organizations and petty warlords.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 8 | - | - |
| Sense | 10 | - | - |
| Heart | 12 | - | - |
| Cunning | 10 | - | - |
| Fate | 10 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Intimidating Presence
Advantage on intimidation-related checks.
Maneuvers
Maneuver
Mace
Standard attack with a heavy mace.
Maneuver
Heavy Punch
Standard unarmed attack. On a hit the target makes a Body save (DC 11) or is knocked prone.
Tactics
GM tactics
Uses brute force and intimidation. Fights until half its Vigor is gone, then tries to flee.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
- A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
- 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 2 kills it outright, and a single blow of 2 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.