Water Elemental Myrmidon
Elemental · no Crown (Mundane)
T3d8Minor
Trident-wielding surges, water myrmidons command tides, bound to dao or marid.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 13 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 12 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Bound Elemental
Swims 60 ft, breathes air and water, and does not eat or sleep. Bound to a summoner: it obeys orders without deviation and fights until dismissed or destroyed.
Maneuvers
Freezing Strike
It chills its trident before thrusting. When the attack hits this turn, the target also takes 1 Vigor damage and is slowed (half movement) until the end of its next turn.
Tactics
GM tactics
Guards aquatic locations with discipline. Uses Freezing Strike to slow fleeing enemies. Obeys its summoner's commands without deviation. Prefers to fight in or near water.
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.