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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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
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
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.