KING
Fire Elemental Myrmidon

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)

AC1212 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, one a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense16--
Heart12--
Cunning16--
Fate12--

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

Passives

Passive

Fire Immunity

Immune to fire damage.

Passive

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

Maneuver

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.