KING
Gloom Angler

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)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart12--
Cunning18--
Fate14--

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

Passives

Passive

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.

Passive

Aquatic Camouflage

Nearly invisible from above in murky water; slow and clumsy if dragged onto land.

Maneuvers

Maneuver

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

Reaction

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.