KING
Xorn (Earth Elemental Kin)

Xorn (Earth Elemental Kin)

Elemental · Crown of Mammon

T3d8Minor

Gem-munching tunnelers, xorn devour minerals, three eyes spotting treasures.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 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--
Mind8--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Earth Glide

Burrows through nonmagical earth and stone without disturbing it.

Passive

Treasure Sense

Feels vibrations through the ground and pinpoints precious metals and gems within 60 ft.

Maneuvers

Maneuver

Burrowing Ambush

Erupts beneath a creature within 30 ft. The target makes a Body save (DC 15); on a failure it takes 3 damage and is knocked prone, on a success it takes 1 Vigor damage.

Reactions

Reaction

Stone Retreat

When hit by an attack, sinks 15 ft into the ground and resurfaces at the start of its next turn.

Tactics

GM tactics

Detects treasure from underground. Erupts to snatch gems and metal. Will negotiate for food (gems) if offered. Only fights when treasure is denied. Retreats into earth when badly wounded, returning later to try again.

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.