KING
Drowse Toad

Drowse Toad

Fiend · Crown of Sloth

T1d4Minor

Squat, grey-brown toads the size of large dogs with half-lidded leaden eyes, Drowse Toads emit a resonant croak that lulls victims to sleep while their skin secretes a warm, comfort-inducing mucus that smells like whatever the victim finds most soothing.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 10  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 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
Body16--
Mind6--
Sense16--
Heart14--
Cunning12--
Fate14--

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

Passives

Passive

Comfort Mucus

Its warm slime smells like whatever the victim finds most soothing. Any creature that touches the toad, including in melee, must save (DC 11) or be unwilling to move from the spot for 1 round.

Passive

Settle In

Hunkered down in a doorway or path, it looks like nothing more than a warm, inviting place to sit; a Cunning check (DC 11) notices it is a creature.

Maneuvers

Maneuver

Lullaby Croak

A deep, resonant croak rolls out 20 ft. Each creature that hears it must save (DC 11) or be dazed for 1 round; a creature dazed by the croak that fails again falls asleep until shaken awake.

Tactics

GM tactics

Drowse Toads sit in the path and croak. They use Lullaby Croak to daze a group, then croak again to drop the dazed into true sleep. They do not pursue; they wait for victims to come to them. Their Comfort Mucus punishes anyone who tries to move them by hand.

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.