KING
Ashling Centipede

Ashling Centipede

Beast · no Crown (Meridian)

T1d4Minor

Forearm-length centipedes the color of cold ash, whose venom suppresses progenitor-light in Meridian natives, temporarily stripping visible racial markers.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense12--
Heart8--
Cunning14--
Fate12--

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

Passives

Passive

Fading Venom

A creature the centipede damages makes a Body save (DC 11). On a failure its progenitor-light dims for 4 hours, blurring its racial markers; expedition humans instead feel a deep cold and are slowed for 1 round.

Maneuvers

Maneuver

Coiling Strike

The centipede lunges from hiding with advantage on its attack; a creature it damages makes its Fading Venom save at disadvantage.

Reactions

Reaction

Curl and Scatter

When missed by a melee attack, the centipede curls defensively (+2 AC until its next turn) and skitters 10 ft away.

Tactics

GM tactics

Ashling centipedes ambush from dark crevices, striking and retreating. They prefer sleeping or distracted targets. Not aggressive -- they bite defensively and flee.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 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.