KING
Meridian Stalker

Meridian Stalker

Aberration · no Crown (Meridian)

T3d8Minor

Tall gaunt bipeds with elongated limbs and featureless faces, shifting partially out of the visible spectrum to become translucent while hunting with cold white light-lances.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart8--
Cunning18--
Fate16--

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

Passives

Passive

Spectral Shift

Can hunt partially out of the visible spectrum, translucent as smoked glass. While shifted, physical attacks miss it half the time, but its own attacks deal only Vigor damage.

Maneuvers

Maneuver

Phase Strike

Shifts fully out of sight, glides up to 40 ft unseen, then resolidifies: its next attack this turn has advantage.

Reactions

Reaction

Spectral Dodge

When hit while partially shifted, it slips fully out of the spectrum for the rest of the round: invisible and untargetable, but unable to act until its next turn.

Tactics

GM tactics

Meridian stalkers hunt from open terrain with long sight lines. They approach in partial spectral shift, alternating between light-lances at range and claws in melee. They use Phase Strike to reposition and Spectral Dodge to avoid lethal blows. Patient and methodical.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.