Gloom Angler
Beast · no Crown (Meridian)
T3d8Minor
Deep-water manta-ray predators with bioluminescent tail-lures that mimic humanoid distress signals, dragging prey underwater with tentacles.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 12 · ATK +5 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 12 | - | - |
| Cunning | 18 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Abyssal Lure
Its tail-light mimics humanoid distress signals (a flickering lantern, a waved torch). A creature that investigates makes a Heart save (DC 15) or is compelled to approach the light.
Aquatic Camouflage
Nearly invisible from above in murky water; slow and clumsy if dragged onto land.
Maneuvers
Tentacle Grab
Lashes a tentacle out to 20 ft. Body save (DC 15) or the target is grabbed and dragged 20 ft toward the angler; on a success, takes 1 Vigor damage. A creature it holds underwater at the start of the angler's turn takes 3 damage as it drowns.
Reactions
Tail Whip
When a creature tries to free a grabbed ally, the angler lashes its tail; that creature takes 1 Vigor damage.
Tactics
GM tactics
The gloom angler lurks beneath the surface, projecting its lure above water. It grabs creatures that approach and drags them under. It attacks from below, where it has every advantage. On land, it is slow and vulnerable.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
- A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
- 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
- Vigor damage is simply damage against a Minor: its whole pool is Vigor.
- Two attacks in a normal turn: Tier 3+ Minors get a second.
- Group morale: when its group loses half its number, fled or dead, the rest check morale.
- NPCs never take wounds.