KING
Glintmite

Glintmite

Beast · no Crown (Meridian)

T1d4Minor

Thumb-sized flying insects with translucent carapaces that feed on ambient light the way mosquitoes feed on blood, clustering around lanterns and campfires to plunge camps into darkness.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 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--
Mind4--
Sense12--
Heart8--
Cunning12--
Fate12--

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

Passives

Passive

Light Drain

A swarm of ten or more dims every light source within 30 ft by one step (torch to candle, candle out); the stolen light glows in their abdomens for hours.

Maneuvers

Maneuver

Blackout Pulse

A thick swarm feeds all at once, snuffing every non-magical light within 30 ft for 2 rounds.

Reactions

Reaction

Scatter

When an area attack strikes the swarm, the survivors disperse and reform 20 ft away.

Tactics

GM tactics

Swarms cluster around the brightest light source, dimming it. They avoid combat and scatter when threatened, reforming once danger passes. Dangerous only in large numbers and only because of the darkness they create.

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.