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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 6 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 14 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Solar Tail
Its stinger stores concentrated sunlight. After discharging, it must bask in direct sun for 4 hours to build the charge again.
Maneuvers
Pincer Grab
On a hit with its pincers, the target is also grabbed.
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.