KING
Lenshopper

Lenshopper

Beast · no Crown (Meridian)

T1d4Minor

Fist-sized grasshopper-like insects with oversized crystalline eyes that refract light, capable of focusing sunlight into beams that can ignite dry wood in swarms.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body6--
Mind4--
Sense12--
Heart12--
Cunning12--
Fate12--

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

Passives

Passive

Eye Lenses

Its crystalline eyes only work as weapons in direct sunlight; in shade or darkness it is harmless. A swarm of 20 or more can ignite dry wood in 3 rounds.

Maneuvers

Maneuver

Focused Beam

In direct sunlight, it fixes its lens on a target within 15 ft. The target saves against Body (DC 11) or takes 1 damage as the beam scorches; on a success it takes 1 Vigor damage.

Reactions

Reaction

Reflex Leap

When an attack targets it, it springs 10 ft in a random direction; the attack is made with disadvantage.

Tactics

GM tactics

Lenshoppers are unintentional hazards, not combatants. Swarms focus sunbeams on shiny or reflective objects, accidentally igniting fires. They scatter when disturbed.

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.