KING
Thunderbird

Thunderbird

Celestial · no Crown (Sacred)

T3d8Minor

Storm-summoning birds, thunderbirds flap wings to call lightning, nesting on thunder peaks.

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, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense16--
Heart12--
Cunning16--
Fate18--

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

Passives

Passive

Lord of the Storm Peaks

Flies 120 ft. Immune to lightning damage. Swirling winds give ranged attacks against it disadvantage.

Maneuvers

Maneuver

Lightning Bolt

Calls a bolt down a 5 ft wide line out to 120 ft. Each creature in the line makes a Body save (DC 15); on a failure it takes 3 damage, on a success 1 Vigor damage.

Reactions

Reaction

Static Discharge

When hit by a melee attack, the attacker takes 1 Vigor damage from the crackling charge.

Tactics

GM tactics

Fights from the air, calling Lightning Bolt down the length of a line. The winds around it spoil arrows sent after it, and Static Discharge burns anyone who closes to melee. Retreats to its nest on the high peaks if badly hurt.

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.