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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Pack Tactics
Advantage on attacks against a creature if at least one allied glare hound is within 5 ft of the target.
Burning Gaze
Its eyes project beams of searing light; the hound can make its attack at up to 30 ft range.
Maneuvers
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
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.