KING
Dustlighter

Dustlighter

Plant · no Crown (Meridian)

T1d4Minor

A sessile colonial fungal organism resembling pulsing lanterns that releases glowing hallucinogenic spores when disturbed.

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--
Mind4--
Sense8--
Heart12--
Cunning6--
Fate12--

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

Passives

Passive

Sessile

Cannot move. It senses nothing but vibration within 10 ft and never flees; hack it apart or leave it be.

Maneuvers

Maneuver

Full Bloom

Vents a thick cloud of concentrated spores in a 15 ft radius. Each creature in the cloud makes a Body save (DC 11) or takes 1 Vigor damage from choking spores and glows from within for hours, visible through clothing; stealth is impossible while glowing.

Reactions

Reaction

Phosphor Spores

When a creature moves or fights within 10 ft, the lanterns pulse and puff glowing spores: Body save (DC 11) or the creature glows for hours and is dazed for 1 round by mild hallucinations.

Tactics

GM tactics

Dustlighters are not combatants. They react to vibration with spore bursts. The primary danger is being marked by glowing spores, which negates stealth and attracts predators.

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.