KING
Cascade Jellyfish

Cascade Jellyfish

Beast · no Crown (Meridian)

T2d6Minor

Wagon-sized translucent bell-shaped organisms that float above the ground on thermal currents, focusing sunlight into scorching beams below and trailing bioluminescent tentacles.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 9  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC99 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense12--
Heart12--
Cunning8--
Fate14--

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

Passives

Passive

Floating Prism

Drifts 10-30 ft above the ground on thermal currents. Its bell focuses sunlight into a scorching 5 ft beam on the ground below; a creature that starts its turn in the beam takes 1 Vigor damage.

Passive

Death Burst

When killed it falls and ruptures. Each creature within 10 ft makes a Body save (DC 13): 2 damage on a failure, 1 Vigor damage on a success.

Maneuvers

Maneuver

Focused Beam

Fixes its sun-beam on one creature beneath it: Body save (DC 13) or take 2 damage; on a success, 1 Vigor damage.

Reactions

Reaction

Reactive Sting

When a creature enters its 15 ft tentacle reach, the jellyfish lashes out with an attack against it.

Tactics

GM tactics

Cascade jellyfish drift over targets, cooking them with their focused sunbeam. They cannot be driven off and drift with the wind. The only solution is to kill them (at range, to avoid Death Burst and tentacles) or wait for them to drift away.

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.