KING
Hollowlight Bear

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

AC1310 base + 3 Sense
Vigor6Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit18+Cunning 14
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense16+3d6
Heart14+2d4
Cunning14+2d4
Fate16+3d6

Passives

Passive

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.

Declaration

Light Void Roar

Telegraph · disrupt d6 · Heart save

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

Reaction

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.