KING
Prism Wasp

Prism Wasp

Beast · no Crown (Meridian)

T1d4Minor

Thumb-sized wasps with crystalline wings and pulsing abdomens that inject concentrated light rather than venom, burning victims from within.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 12  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind4--
Sense12--
Heart8--
Cunning14--
Fate12--

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

Passives

Passive

Radiant Sting

Its sting injects burning light instead of venom. A creature it hits makes a Body save (DC 11) or takes 1 Vigor damage at the start of its next turn as the light burns outward from the wound.

Passive

Drawn to Light

A bright flame or lantern set apart from the group pulls nearby wasps to it for 1 round.

Reactions

Reaction

Defensive Swarm

When a creature disturbs the nest, every wasp within 30 ft immediately flies to attack the intruder.

Tactics

GM tactics

Prism wasps attack in swarms when their nest is disturbed. They focus stings on a single target to stack Radiant Sting damage. The cumulative internal burning from multiple stings can kill horses.

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.