KING
Couatl

Couatl

Celestial · no Crown (Sacred)

T3d8Minor

Feathered serpent guardians of jungles, couatls enchant with magic, their rainbow hues warding ancient secrets.

Tier 3  ·  Role Minor  ·  Pool Vigor 6  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
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
Body8--
Mind16--
Sense16--
Heart12--
Cunning16--
Fate18--

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

Passives

Passive

Shielded Mind

Immune to mind-reading, charm, and poison. Flies at 90 ft.

Maneuvers

Maneuver

Constricting Coils

When its strike hits, the target is grabbed and restrained in feathered coils. A target restrained this way takes 1 Vigor damage at the start of each of its turns.

Maneuver

Soporific Bite

When its bite hits, the target makes a Body save (DC 15) or is poisoned and slumps unconscious. It wakes if it takes damage or after 10 minutes.

Reactions

Reaction

Protective Coil

When an ally within 10 ft is attacked, the couatl interposes and takes the attack instead.

Tactics

GM tactics

Prefers diplomacy and disguise, revealing true form only when forced. Uses Bite to neutralize threats nonlethally. Constricts to restrain dangerous foes. Protects sacred sites and allies above all else.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
  • 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.
  • With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 6 total damage, 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.