Shard Hare
Beast · no Crown (Meridian)
T1d4Minor
Dog-sized hares with crystalline bone growths beneath translucent skin that shed razor-sharp crystal caltrops while running and shatter explosively on death.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 12 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 8 | - | - |
| Cunning | 12 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Death Shatter
When killed it bursts into razor crystal. Each creature within 5 ft makes a Body save (DC 11): on a failure it takes 1 damage; on a success it takes 1 Vigor damage.
Maneuvers
Sprint and Shed
Runs up to 50 ft, strewing crystal caltrops behind it. A creature entering the strewn ground takes 1 Vigor damage and makes a Body save (DC 11) or is slowed 1 round.
Reactions
Reflexive Shed
When hit in melee, flying spurs deal 1 Vigor damage to the attacker.
Tactics
GM tactics
Shard hares flee, leaving crystal caltrops behind them. They are more dangerous dead than alive due to Death Shatter. Experienced hunters kill them at range and wait before approaching.
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.