KING
Shimmer Serpent

Shimmer Serpent

Beast · no Crown (Meridian)

T2d6Minor

Twelve-foot serpents with smooth translucent bodies displaying constantly shifting light patterns that mesmerize prey into helpless fascination before constricting.

Tier 2  ·  Role Minor  ·  Pool Vigor 2 (+2 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 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
Body18--
Mind8--
Sense16--
Heart12--
Cunning18--
Fate14--

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

Passives

Passive

Hypnotic Pattern

A creature within 30 ft that watches the serpent must make a Mind save (DC 13) or stand transfixed, stunned 1 round. Averting eyes negates this, but attacks against the serpent made with averted eyes are at disadvantage.

Maneuvers

Maneuver

Constrict

Wraps around a stunned or grabbed creature; the target is grabbed and takes 1 Vigor damage at the start of each of the serpent's turns until it breaks free.

Reactions

Reaction

Pattern Shift

When a creature with averted eyes attacks the serpent, it slides its glowing coils into the attacker's view, forcing a Mind save (DC 13) or the attacker is dazed 1 round.

Tactics

GM tactics

The shimmer serpent relies entirely on its Hypnotic Pattern to disable prey. It approaches transfixed victims and constricts them. It avoids combat with creatures that cannot be mesmerized.

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.