KING
Brighthare

Brighthare

Beast · no Crown (Meridian)

T1d4Minor

Long-legged, white-gold herbivores resembling large hares, the fastest small creature on the Meridian, equipped with a blinding flash-escape mechanism.

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

AC1111 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--
Mind8--
Sense12--
Heart6--
Cunning12--
Fate16--

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

Passives

Passive

Swift

Base movement of 60 ft. The fastest small creature on the Meridian.

Reactions

Reaction

Flash and Bolt

When a creature comes within 5 ft, its tail erupts in blinding light: pursuers within 20 ft make a Body save (DC 11) or are blinded for 1 round, and the hare immediately moves up to 60 ft away. Usable 3 times per day.

Tactics

GM tactics

Brighthares never fight. They flash and run. Their 60 ft speed combined with the blinding flash makes them nearly impossible to catch without preparation or ambush.

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.