Nightcrawler Ape
Beast · no Crown (Meridian)
T2d6Minor
Burly primates with light-absorbing fur that voluntarily suppress all light within 15 ft, coordinating group ambushes in artificial darkness.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 11 · ATK +4 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 14 | - | - |
| Heart | 14 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Darkness Cloak
Can suppress all light within 15 ft for up to 1 turn. Sees via echolocation during this time. Groups of 4+ create overlapping darkness zones 30+ ft across.
Maneuvers
Thrown Debris
Ranged attack, 30 ft.
Coordinated Blackout
A group of 3+ apes activate Darkness Cloak at once, then attack all blinded creatures in the zone with advantage.
Reactions
Snuff and Retreat
When a light source is brought within 15 ft, the ape suppresses it and moves 10 ft away into the darkness it created.
Tactics
GM tactics
Nightcrawler apes engulf targets in darkness, then pummel from multiple directions. They specifically target lanterns and torches first. Intelligent enough to coordinate ambushes and use simple tools.
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.