KING
Cindersnap Turtle

Cindersnap Turtle

Beast · no Crown (Meridian)

T1d4Minor

Shield-sized tortoises with dark stone-like shells veined with glowing orange cracks that absorb and store intense heat from sunlight, burning anything that strikes them.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 14  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1414 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense12--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Thermal Shell

Its sun-charged shell sears flesh: any creature that strikes it in melee takes 1 Vigor damage. After an hour out of sunlight the shell cools and this trait fades.

Maneuvers

Maneuver

Heat Vent

Vents stored heat in a 5 ft burst. Each adjacent creature makes a Body save (DC 11) or takes 1 damage; on a success, 1 Vigor damage.

Reactions

Reaction

Shell Retreat

When hit, it pulls into its shell, gaining +2 AC until the start of its next turn.

Tactics

GM tactics

Cindersnap turtles are passive unless provoked. They bite when threatened and rely on their Thermal Shell to deter attackers. They retreat into their shells when overwhelmed.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • 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.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, 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.