KING
Carrion Crawler

Carrion Crawler

Monstrosity · no Crown (Mundane)

T2d6Minor

Tentacled sewer stalkers, carrion crawlers paralyze with multi-phalanges, feeding on rot.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Spider Climb

Can climb any surface, including upside down

Passive

Keen Smell

Advantage on Cunning checks relying on smell

Maneuvers

Maneuver

Tentacles

Make two tentacle attacks. On a hit, the target makes a Body save (DC 13) or is poisoned and stunned; it repeats the save at the end of each of its turns to shake both off.

Maneuver

Tentacle Swarm

The crawler lashes out at every creature within reach. Each makes a Body save (DC 13): on a failure it takes 1 Vigor damage and must save against the Tentacles' venom.

Tactics

GM tactics

Scavenges carrion but attacks living prey. Paralyzes multiple targets, then feeds. Crawls on walls and ceilings for ambush advantage.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.