Hollowlight Bear
Beast · no Crown (Meridian)
T4d10Major
Eight-foot ursine predators with fur of the deepest black and a hollow chest cavity containing a void of absolute darkness, exhaling darkness as a weapon.
Tier 4 · Role Major · Pool Vigor 6 / Vitality 8 · AC 13 · ATK +7 · Save DC 17 · Dmg d10
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 8 | -1 | -d3 |
| Sense | 16 | +3 | d6 |
| Heart | 14 | +2 | d4 |
| Cunning | 14 | +2 | d4 |
| Fate | 16 | +3 | d6 |
Passives
Darkness Shroud
At night, wrapped in a 10 ft aura of unbroken darkness it alone can see through. In direct sunlight the shroud fails and the bear is weakened.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Light Void Roar
Exhales a 30 ft cone of absolute darkness from its hollow chest. Each creature in the cone makes a Heart save (DC 17): on a failure it takes 4 damage and is frightened for 1 round, on a success it takes 1 Vigor damage. All light in the cone dies for 1 round.
Reactions
Darkness Lash
When hit in melee, the void in its chest lashes out. The attacker makes a Sense save (DC 17) or is blinded for 1 round.
Tactics
GM tactics
Hollowlight bears use Light Void Roar to frighten enemies and smother the light, then close on whoever is left stumbling. They fight at night when their Darkness Shroud is active. In daylight, they retreat to caves or dense forest. Fiercely territorial.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d10. A crit rolls two: 2d10.
- Crits on a natural 18+ (Cunning 14).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
- NPCs never take wounds.