Dire Bat
Beast · no Crown (Mundane)
T1d4Minor
Giant cave dwellers, dire bats swoop with razor teeth, carrying off livestock in moonlit raids.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +2 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Echolocation
Blindsight 60 ft (not while deafened). Advantage on Cunning checks relying on hearing.
Flight
Flies 60 ft
Maneuvers
Bite
Standard attack.
Swoop
The bat dives from at least 20 ft up and bites with advantage. On a hit against a Small or smaller creature, the target makes a Body save (DC 11) or is grabbed and carried away.
Tactics
GM tactics
Roosts in large colonies. Swoops from darkness to grab prey. Drops victims from height if they struggle too much.
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.