KING
Duskgrazer

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)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense12--
Heart8--
Cunning12--
Fate14--

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

Passives

Passive

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

Maneuver

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.

Maneuver

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

Reaction

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.