KING
Lantern Stalker

Lantern Stalker

Beast · no Crown (Meridian)

T1d4Minor

Six-limbed ambush predators with bioluminescent tail-bulbs that mimic campfires and lanterns, luring lone travelers off the path into hooked claws.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind8--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Lure Light

Produces a warm glow from its tail-bulb mimicking a campfire or lantern at distances over 100 ft. Creatures investigating make a Heart save (DC 11) or feel compelled to approach (broken by any damage or loud noise).

Maneuvers

Maneuver

Lure and Strike

Intensifies its Lure Light and attacks a compelled creature with advantage.

Maneuver

Climb Ambush

Moves along walls or ceilings without penalty, gaining advantage on its next attack if it drops on a target from above.

Reactions

Reaction

Extinguish and Vanish

When hit, dims its Lure Light entirely, gaining advantage on stealth checks to hide until its next turn.

Tactics

GM tactics

Hangs from branches or overhangs, dangling its lure light below. Waits for a creature to approach the false campfire, then drops from above with Climb Ambush. Retreats and re-lures if the first attack fails.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • 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 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.