Water Weird
Elemental · no Crown (Elemental)
T2d6Minor
Elemental serpents of pure water, water weirds possess vessels, drowning foes in watery coils.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 10 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Watery Form
Invisible while fully submerged and resistant to non-magical physical damage. Collapses into a puddle and dies if kept out of water for more than 1 round.
Maneuvers
Coiling Grasp
A creature its coils hit is also grabbed, and the weird can haul a grabbed creature into deep water with its movement.
Drowning Embrace
Squeezes a grabbed creature under the surface. Body save (DC 13) or the creature takes 2 damage as water floods its lungs; on a success it takes 1 Vigor damage.
Tactics
GM tactics
Waits invisible beneath the surface. Grabs the first creature to come within reach, hauls it into deep water, and holds it under. It cannot pursue onto land, and it dies if it is kept out of the water for more than a moment.
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.