KING
Zee'ak

Zee'ak

Aberration · Crown of Sloth

T2d6Minor

Fungal aberrations sprouting from corrupted earth, zee'ak spores induce hallucinations, spreading blight across forests.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 9  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC99 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense16--
Heart14--
Cunning14--
Fate14--

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

Passives

Passive

Rooted

Cannot be knocked prone or moved by forced movement, and never flees. Plants wither within 30 ft of it; fire drives it into a thrashing retreat of its tendrils, ending its Spore Burst reaction for the round.

Maneuvers

Maneuver

Hallucinogenic Spores

A choking cloud fills 20 ft around it. Each creature inside makes a Mind save (DC 13); on a failure it takes 2 damage and attacks the nearest creature on its next turn, on a success it takes 1 Vigor damage.

Reactions

Reaction

Spore Burst

When hit by a melee attack, spores erupt from the wound. The attacker makes a Body save (DC 13) or is blinded for 1 round.

Tactics

GM tactics

Ambushes in corrupted forests. Uses Hallucinogenic Spores to turn party against itself. Answers anyone who closes with a Spore Burst to the eyes. Spreads blight to weaken the land and attract more corruption. Never retreats-too rooted to its territory.

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.