KING
Water Elemental

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)

AC1111 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
Body18--
Mind6--
Sense16--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Water Form

Flows through gaps as narrow as 1 inch and can occupy a hostile creature's space. Does not eat, sleep, or breathe.

Passive

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

Maneuver

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.

Maneuver

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.