KING
Dregling

Dregling

Beast · no Crown (Meridian)

T1d4Minor

Lumpy toad-like creatures the size of a dog with matte-black skin that absorbs all light within 5 ft, creating spheres of absolute darkness around themselves.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 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
Body14--
Mind6--
Sense14--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Light Void

Absorbs all light within 5 ft, creating a sphere of absolute darkness. Creatures within the void are blinded; the dregling sees perfectly in its own darkness. If the dregling is killed, the absorbed light releases in a harmless flash, ending the darkness.

Maneuvers

Maneuver

Darkness Slam

Standard attack. The target is blinded while within the dregling's Light Void.

Maneuver

Void Pulse

Expand the Light Void to a 10 ft radius until the start of the dregling's next turn, blinding all creatures in the area.

Reactions

Reaction

Absorb Light

When a light source is brought within 10 ft, the dregling reflexively absorbs it, extinguishing non-magical light sources.

Tactics

GM tactics

Dreglings shuffle toward light sources and extinguish them. In combat, they rely on their darkness aura to blind enemies. Groups of dreglings create overlapping zones of darkness that make navigation impossible.

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.