Bat
Beast · no Crown (Mundane)
T1d4Minor
Nocturnal flyers swarming in caves, bats navigate by echolocation, their guano enriching dark ecosystems.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +0 · 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+0d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Echolocation
Blindsight 60 ft. Can't use while deafened.
Passive
Keen Hearing
Advantage on Cunning checks relying on hearing
Maneuvers
Maneuver
Bite
Standard attack.
Tactics
GM tactics
Swarms when disturbed. Individual bats are harmless; swarms of hundreds can be dangerous distractions.
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.