KING
Flicker Rat

Flicker Rat

Beast · no Crown (Meridian)

T1d4Minor

Urban vermin with glassy transparent patches on their fur that bend light around them at high speed, making them nearly impossible to trap.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  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+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind8--
Sense12--
Heart8--
Cunning14--
Fate14--

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

Passives

Passive

Phase Flicker

When threatened, flickers between visible and nearly-invisible at high speed, imposing disadvantage on attacks against it. This is a light-bending reflex, not true invisibility. Vaedni can see through it.

Maneuvers

Maneuver

Dart and Weave

Moves up to 40 ft without provoking reactions while flickering.

Reactions

Reaction

Swarm Flicker

When 6+ flicker rats are within 10 ft of each other and one is attacked, they phase in unison, a disorienting strobe. Creatures within 10 ft make a Sense save (DC 11) or are dazed for 1 round.

Tactics

GM tactics

Flicker rats flee rather than fight. Their Phase Flicker triggers automatically, making them frustrating to catch. They scatter in all directions and regroup later.

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.