KING
Luminal Ghoul

Luminal Ghoul

Undead · no Crown (Meridian)

T2d6Minor

Once-living Meridian natives warped by corrupted light, their twisted bodies flickering with stolen progenitor-light from victims, hunting in packs to consume more.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor2Tier, plus 2 overflow. Flees at 0, dies at 4 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind6--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Stolen Light

Its body flickers with the progenitor-light of its victims; each kill makes it burn brighter. Ghouls attack stunned creatures at advantage.

Passive

Paralytic Touch

A creature the ghoul damages makes a Body save (DC 13) or is stunned 1 round as stolen light floods its nerves.

Maneuvers

Maneuver

Blinding Flash

A well-fed ghoul (5 or more kills) discharges its hoarded light in a 20 ft radius. Creatures there make a Sense save (DC 13) or are blinded 1 round.

Tactics

GM tactics

Luminal ghouls hunt in packs, targeting Meridian natives over Expedition humans (the light is richer). They stun a target with Paralytic Touch, then swarm it while it cannot answer. Well-fed ghouls use Blinding Flash to disable groups before attacking.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • 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 4 kills it outright, and a single blow of 4 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.