Convergence Hawk
Beast · no Crown (Meridian)
T3d8Minor
Eight-foot-wingspan raptors whose feathers crystallize during attack dives, turning into living missiles wreathed in concentrated light that create radiant shockwaves on impact.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Crystal Dive Form
Its feathers harden into crystal only during a dive. After a Light Dive it is grounded and vulnerable, spending its next turn climbing back to altitude.
Maneuvers
Ascend
Climbs to extreme altitude, out of easy reach. It can only Light Dive from altitude.
Light Dive
Plunges from altitude as a crystal missile and makes its attack. On a hit, the impact bursts in a radiant shockwave: each other creature within 10 ft makes a Body save (DC 15) or takes 1 Vigor damage.
Reactions
Evasive Climb
When hit by a ranged attack while airborne, it climbs 20 ft; ranged attacks against it have disadvantage until its next turn.
Tactics
GM tactics
Convergence hawks alternate dive attacks, giving prey no recovery time between impacts. One ascends while the other dives. They target isolated individuals on open ground where there is no cover from aerial attacks. They avoid enclosed spaces.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.