Duskgrazer
Beast · no Crown (Meridian)
T1d4Minor
Herd beasts the size of large deer with light-absorbing pelts that grant near-invisibility at dawn and dusk, crowned with six short horns.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 10 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 12 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Twilight Hide
In dim light its light-absorbing pelt grants advantage on stealth and imposes disadvantage on attempts to spot it. Useless in full darkness or full daylight.
Maneuvers
Crowned Charge
Lowers its six horns and charges in a straight line up to 30 ft. The first creature in its path makes a Body save (DC 11) or takes 1 damage and is pushed back 5 ft; on a success it takes 1 Vigor damage.
Herd Stampede
When 4 or more duskgrazers flee in the same direction, each creature in their path makes a Body save (DC 11) or takes 1 damage and is knocked prone; on a success it takes 1 Vigor damage.
Reactions
Fade Into Dusk
When attacked in dim light, the duskgrazer shifts against the gloom, imposing disadvantage on the triggering attack.
Tactics
GM tactics
Duskgrazers are non-aggressive herd animals that flee when threatened. A cornered or wounded individual uses Crowned Charge. Herds stampede through threats rather than fighting.
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.