Salamander (celestial fire)
Celestial · no Crown (Sacred)
T2d6Minor
Noble flame elementals, celestial salamanders forge weapons, their heat purifying.
Tier 2 · Role Minor · Pool Vigor 4 · AC 12 · ATK +3 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 12 | - | - |
| Sense | 14 | - | - |
| Heart | 12 | - | - |
| Cunning | 8 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Sacred Flame
Immune to fire damage. Its purifying fire bites deep: undead and fiends take 1 additional damage from its attacks.
Heated Body
A creature that touches the salamander or hits it with a melee attack takes 1 Vigor damage.
Maneuvers
Purifying Blaze
15 ft cone of sacred fire. Each creature makes a Body save (DC 13); on a failure it takes 2 damage, on a success 1 Vigor damage.
Tactics
GM tactics
Engages in melee to exploit Heated Body damage. Presses close with its spear so that every blow struck against it burns. Uses Purifying Blaze against undead groups. Forges sacred weapons between battles.
Running it
Rules
- One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- Crits on a natural 20 only.
- Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
- With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
- At 0 Vigor it is dead: 4 total damage, and a single blow of 4 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.