Scorpion
Beast · no Crown (Mundane)
T1d4Minor
Arid stinger ambushers, scorpions bury in sand, tails arching for deadly strikes.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 9 · ATK +1 · Save DC 11 · Dmg 1 (flat)
AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 10 | - | - |
| Mind | 4 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 12 | - | - |
| Fate | 12 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Passive
Blindsight
Senses vibrations within 10 ft; blindness does not hinder it.
Maneuvers
Maneuver
Venom Sting
When its sting hits, the target also makes a Body save (DC 11) or is poisoned 1 round as the venom sickens it.
Tactics
GM tactics
Hides in sand or under rocks. Stings when disturbed. Dangerous in swarms.
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.