Fire Elemental Myrmidon
Elemental · no Crown (Mundane)
T3d8Minor
Blazing sword-wielders, fire myrmidons ignite blades, serving ifrit commanders.
Tier 3 · Role Minor · Pool Vigor 6 · AC 12 · ATK +4 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 6 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Fire Immunity
Immune to fire damage.
Bound Discipline
A flame chained into plate armor. It does not eat, sleep, or breathe, obeys its summoner without hesitation, and fights until destroyed instead of breaking.
Maneuvers
Fire Sweep
Sweeps its flaming blade in a 10 ft arc. Each creature in the arc must make a DC 15 Body save; on a failure it takes 3 damage, on a success it takes 1 Vigor damage.
Tactics
GM tactics
Charges into melee and stays there. Uses Fire Sweep when flanked by multiple enemies. Obeys its commander without hesitation. Fights until destroyed.
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.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.