KING
Nightcrawler Ape

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)

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--
Mind8--
Sense14--
Heart14--
Cunning16--
Fate14--

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

Passives

Passive

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

Maneuver

Thrown Debris

Ranged attack, 30 ft.

Maneuver

Coordinated Blackout

A group of 3+ apes activate Darkness Cloak at once, then attack all blinded creatures in the zone with advantage.

Reactions

Reaction

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.