KING
Glare Hound

Glare Hound

Beast · no Crown (Meridian)

T2d6Minor

Lean wolflike predators with oversized skulls and molten-copper eyes that project beams of concentrated light, pinning prey with intersecting gaze beams before closing for the kill.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

Pack Tactics

Advantage on attacks against a creature if at least one allied glare hound is within 5 ft of the target.

Passive

Burning Gaze

Its eyes project beams of searing light; the hound can make its attack at up to 30 ft range.

Maneuvers

Maneuver

Gaze Lock

Two or more hounds cross their beams on one target. It makes a Body save (DC 13) or takes 2 damage and is restrained for 1 round, pinned in the glare; on a success, takes 1 Vigor damage.

Reactions

Reaction

Warning Beam

When an enemy first moves within 30 ft, the hound flashes a beam across it; that creature takes 1 Vigor damage.

Tactics

GM tactics

Glare hounds work in packs, using Burning Gaze at range to pin a single target with intersecting beams. Once pinned, the pack closes to melee. They target isolated creatures and avoid groups that outnumber them.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.