KING
Crown-Moth Swarm

Crown-Moth Swarm

Beast · no Crown (Meridian)

T3d8Minor

Vast clouds of finger-sized moths attuned to Crown-Moon light whose wing-scales carry hallucinations of the Crown's associated sin, inflicting temporary Crown corruption.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind4--
Sense18--
Heart12--
Cunning6--
Fate16--

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

Passives

Passive

Swarm

A cloud of thousands of moths. Weapon attacks deal it only 1 Vigor damage; area effects harm it in full. Mindless, it never flees and fights until dispersed.

Passive

Crown Resonance

Attuned to one Crown-Moon. While that Moon is visible the swarm swells, and saves against its Sin Scales are made at disadvantage.

Maneuvers

Maneuver

Sin Scales

The swarm flows over its space; each creature inside it makes a Heart save (DC 15). On a failure it takes 3 damage and is dazed for 1 round by choking wing-scales and visions of the Crown's sin; on a success it takes 1 Vigor damage.

Reactions

Reaction

Scatter and Reform

When hit by an area attack, the swarm disperses and reforms 20 ft away at the start of its next turn.

Tactics

GM tactics

Crown-moth swarms are most dangerous on nights when their associated Crown-Moon is visible. They engulf targets and bombard them with Sin Scales until Crown corruption takes hold. Settlements extinguish all lights when the swarms rise.

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.