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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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
Coiling Strike
The centipede lunges from hiding with advantage on its attack; a creature it damages makes its Fading Venom save at disadvantage.
Reactions
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.