KING
Water Mephit

Water Mephit

Elemental · no Crown (Mundane)

T1d4Minor

Bubbly wave imps, water mephits drench and summon geysers, slippery foes.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense12--
Heart10--
Cunning12--
Fate10--

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

Passives

Passive

Amphibious Flight

Flies 30 ft and swims 30 ft. Does not need to eat, sleep, or breathe.

Passive

Death Burst

When killed, it bursts in a slick wave. Creatures within 5 ft make a Body save (DC 11) or are knocked prone.

Maneuvers

Maneuver

Acid Splash

Spits a gob of stinging brine at one target within 30 ft. Body save (DC 11) or the target takes 1 damage; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Drenches enemies to make them vulnerable to cold attacks. Death Burst knocks foes prone for allies. Fights near water sources.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.