Water Elemental
Elemental · no Crown (Mundane)
T3d8Minor
Tidal surge manipulators, water elementals drown in whirlpools, forms shifting like rivers.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 11 · 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
Water Form
Flows through gaps as narrow as 1 inch and can occupy a hostile creature's space. Does not eat, sleep, or breathe.
Freezing Weakness
When it takes cold damage, it takes 1 extra damage and is slowed (half movement) for 1 round as parts of it ice over.
Maneuvers
Whelm
When its slam hits a creature in its space, the water swallows the victim: restrained, unable to breathe, and takes 1 Vigor damage at the start of each of its turns. A Body check (DC 15) pulls free.
Vortex
It spins into a whirlpool. Each creature within 15 ft makes a Body save (DC 15) or takes 3 damage and is dragged adjacent to the elemental; on a success, takes 1 Vigor damage.
Tactics
GM tactics
Moves into melee and Whelms a key target, drowning it inside its own body. Uses Vortex to drag scattered enemies together, then engulfs them one at a time. It flows through gaps nothing can follow it through, and fights near open water when it can. Cold stiffens it, and it avoids whoever brings the frost.
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.