KING
Candlefly

Candlefly

Beast · no Crown (Meridian)

T1d4Minor

Bioluminescent moths with stained-glass wings that drift in silent clouds, drawn to emotional distress and clustering around the wounded, grieving, and frightened.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 8  ·  ATK +0  ·  Save DC 11  ·  Dmg 1 (flat)

AC88 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
StatScoreModDie
Body6--
Mind4--
Sense12--
Heart14--
Cunning12--
Fate12--

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

Passives

Passive

Living Lantern

Each fly sheds candlelight; a cluster of twenty glows like a torch. They drift toward the most wounded, grieving, or frightened creature within 60 ft, marking its position with their glow.

Passive

Harmless

Candleflies never attack and scatter the moment they are harmed.

Maneuvers

Maneuver

Beacon Swarm

The cloud clusters tight around one distressed creature, lighting it brightly: it cannot hide or benefit from concealment for 1 round.

Tactics

GM tactics

Candleflies are passive. They gather around suffering, which reveals hidden or stealthy creatures. They are a tactical nuisance, not a combat threat.

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.