KING
Dawncrier

Dawncrier

Beast · no Crown (Meridian)

T1d4Minor

Crow-sized raptors with feathers shifting from indigo to gold at sunrise, whose piercing dawn cry manifests as a burst of radiance that damages light-sensitive creatures.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind8--
Sense14--
Heart8--
Cunning12--
Fate12--

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

Passives

Passive

Heralding Shriek

At dawn, produces a piercing cry that functions as bright light in a 30 ft radius for 1 turn. Creatures sensitive to light (undead, certain aberrations) caught in the shriek-light take 1 Vigor damage.

Maneuvers

Maneuver

Diving Talons

Standard talon attack. Gains advantage if attacking from above.

Maneuver

Dawn Burst

Emits a concentrated burst of radiant sound-light in a 15 ft radius. Light-sensitive creatures take 1 Vigor damage. Others are merely illuminated.

Reactions

Reaction

Warning Cry

When an undead or aberration moves within 30 ft, the dawncrier automatically shrieks, alerting all nearby creatures; the intruder takes 1 Vigor damage.

Tactics

GM tactics

Dawncriers roost on high perches and cry at dawn. They are not aggressive but serve as living alarms and minor undead deterrents. They attack only small prey and flee from larger threats.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 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.