KING
Flare Scorpion

Flare Scorpion

Beast · no Crown (Meridian)

T1d4Minor

Cat-sized scorpions with amber-to-bronze chitin whose tail stinger stores concentrated light and discharges it in a blinding flash.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 13  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1313 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--
Mind6--
Sense12--
Heart12--
Cunning14--
Fate12--

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

Passives

Passive

Solar Tail

Its stinger stores concentrated sunlight. After discharging, it must bask in direct sun for 4 hours to build the charge again.

Maneuvers

Maneuver

Pincer Grab

On a hit with its pincers, the target is also grabbed.

Maneuver

Solar Discharge

Releases the stored light in a blinding 10 ft flash. Every other creature within 10 ft makes a Body save (DC 11) or is blinded for 1 round. Usable once until it has basked again; it flashes and flees when cornered.

Tactics

GM tactics

Flare scorpions use their Solar Discharge defensively to blind threats, then flee. They sting only when cornered. Their flash is a one-use escape mechanism, not an offensive weapon.

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.