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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 12 | - | - |
| Mind | 4 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 12 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
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
Blackout Pulse
A thick swarm feeds all at once, snuffing every non-magical light within 30 ft for 2 rounds.
Reactions
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.