Hezrou
Fiend · Crown of Sloth
T3d8Minor
Toadish tanar'ri brutes, hezrou wade swamps, stench clouds weakening wills.
Tier 3 · Role Minor · Pool Vigor 6 · AC 14 · ATK +4 · Save DC 15 · Dmg 3 (flat)
AC1414 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
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 20 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 14 | - | - |
| Cunning | 14 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Demonic Hide
Resistant to cold, fire, and lightning damage. Immune to poison damage. Advantage on saves against spells.
Passive
Stench
A creature that starts its turn within 10 ft makes a Body save (DC 15) or is poisoned until the start of its next turn.
Maneuvers
Maneuver
Horrid Bellow
One creature within 30 ft makes a Heart save (DC 15) or is frightened for 1 round.
Tactics
GM tactics
Brute muscle of the Abyss. Wades into combat, relying on stench to weaken foes.
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.