Triton
Fey · no Crown (Mundane)
T2d6Minor
Sea guardians, tritons command waves, conches summoning allies against sahuagin.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 14 | - | - |
| Sense | 8 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Amphibious
Breathes air and water. Resistant to cold damage.
Maneuvers
Conch Horn
Sounds the conch. Allies within 60 ft gain +1 to their next attack roll this round.
Tidal Wave
Hurls a 15 ft cone of churning water. Each creature in it makes a Body save (DC 13); on a failure it takes 2 damage and is knocked prone, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Sounds the Conch Horn to rally allies, then leads the charge with trident. Uses Tidal Wave against groups of enemies. Fights defensively near water, retreating beneath the waves if outmatched.
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.