Water Genasi
Elemental · no Crown (Mundane)
T2d6Minor
Wave-maned tide children, water genasi swim currents, skin like sea foam.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 12 | - | - |
| Sense | 14 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Tide Child
Breathes air and water, swims 30 ft, and is resistant to cold and acid damage.
Maneuvers
Water Whip
A lash of water extends its reach to 30 ft this turn. When its attack hits, the target is also dragged 10 ft toward the genasi.
Shape Water
It sends a waist-high wave down a 30 ft line. Each creature in the path makes a Body save (DC 13) or takes 2 damage and is pushed 10 ft; on a success, takes 1 Vigor damage.
Tactics
GM tactics
Uses Water Whip to pull enemies into melee or into water. Shape Water to push enemies off ledges or into hazards. Fights near water for maximum advantage.
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.