KING
Hatespawn

Hatespawn

Fiend · Crown of Wrath

T3d8Minor

A quadrupedal predator built like a hyena crossed with a scorpion -- low-slung and powerful with a segmented barbed tail. Its mottled red-black hide radiates heat, and too many eyes fix on a single point. It does not eat what it kills -- it simply kills, then finds the next thing.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind6--
Sense18--
Heart12--
Cunning16--
Fate16--

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

Passives

Passive

Mark of Hatred

Marks the first creature it strikes and pursues it to the exclusion of all else, tracking it across any distance on the same plane. It gains +2 to attack its mark. If the mark dies, it marks the nearest living creature.

Passive

Relentless

Cannot be frightened, bargained with, or distracted; it fights to the death rather than fleeing. Charm and hold effects on it last only 1 round.

Maneuvers

Maneuver

Tail Barb

Flings a venomed barb at its mark within 15 ft. Body save (DC 15): 3 damage and poisoned for 1 round on a failure, 1 Vigor damage on a success.

Reactions

Reaction

Intercepting Snap

When any creature moves between the hatespawn and its mark, it snaps at the interloper with its jaws as a normal attack.

Tactics

GM tactics

Marks the strongest-looking target and ignores everything else. Closes at a dead run and bites its mark again and again, flinging a Tail Barb whenever the way is blocked. Anyone stepping between it and its mark gets the jaws instead. Will pursue its mark through any terrain, any danger, any obstacle.

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.