KING
Dustmite

Dustmite

Fiend · Crown of Sloth

T1d4Minor

Fat, grey, six-legged insects the size of a fist with a dull metallic sheen, Dustmites shed lethargy-inducing powder that dulls weapons and initiative, clustering around the most motivated member of a party.

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
Body12--
Mind6--
Sense12--
Heart8--
Cunning12--
Fate12--

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

Passives

Passive

Lethargy Dust

Sheds fine grey powder in a 5 ft radius. A creature that starts its turn in the dust makes a Body save (DC 11) or is slowed for 1 round. Dustmites cluster around the most motivated member of a group.

Passive

Settle on Equipment

Gear a dustmite rides for an hour or more dulls: -1 to attack rolls for weapons or -1 AC for armor until cleaned and sharpened.

Maneuvers

Maneuver

Dust Cloud

A cluster of 6 or more dustmites shakes out a thick cloud of lethargy dust in a 15 ft radius. Each creature within makes a Body save (DC 11) or takes 1 Vigor damage and is slowed and weakened for 1 round.

Reactions

Reaction

Scatter and Reform

When an area attack strikes the cluster, surviving dustmites scatter into cracks and neglected corners, reforming nearby a few rounds later.

Tactics

GM tactics

Dustmites do not fight. They infest. They cluster on equipment and around active individuals, slowly degrading everything they touch. They are nearly impossible to fully eradicate - for every clutch destroyed, another hatches in a neglected corner.

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.