KING
Clarion Wasp

Clarion Wasp

Celestial · Crown of Zeal

T2d6Minor

Metallic wasps the size of a fist with bodies of polished brass and wings humming at frequencies that cut through any noise. Their stingers are shaped like tiny trumpets, and their coordinated buzzing sounds like distant horns.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +4  ·  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+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind14--
Sense18--
Heart16--
Cunning14--
Fate16--

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

Passives

Passive

Cannot Be Silenced

Immune to deafness and every effect that suppresses sound. Magical silence within 30 ft is dispelled by its brass hum.

Maneuvers

Maneuver

Trumpet Burst

Its trumpet-stinger blares a brass blast in a 15 ft cone. Each creature in the cone makes a Body save (DC 13) or takes 2 damage and is deafened for 1 round; on a success it takes 1 Vigor damage.

Reactions

Reaction

Truth's Alarm

When a creature within 30 ft imposes silence or suppresses speech, the wasp immediately makes its attack against that creature.

Tactics

GM tactics

Clarion Wasps operate in swarms, using Sonic Disruption to deny silence-based tactics. They use Trumpet Burst after each sting to deafen and disrupt. Swarm Proclamation is used when grouped together against silence-users. They aggressively target anything that suppresses speech or truth.

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.