KING
Specter Moth

Specter Moth

Beast · no Crown (Meridian)

T1d4Minor

Large moths with shifting eye-patterned wings that shed hallucinogenic scales, creating phantom shapes at the edges of vision in groups.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +0  ·  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+0d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind6--
Sense12--
Heart12--
Cunning12--
Fate14--

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

Passives

Passive

Phantom Dust

Groups of 6+ moths shed scales that cause mild hallucinations. Creatures within 10 ft make a Mind save (DC 11) each turn or perceive illusory movement in peripheral vision (-1 to ranged attacks and -1 to surprise rolls).

Maneuvers

Maneuver

Flutter Cloud

The moths swirl around a target, intensifying the Phantom Dust effect (target makes its Mind save at disadvantage).

Maneuver

Hallucination Burst

A concentrated cloud of dust targets one creature within 10 ft. The target makes a Mind save (DC 11) or is dazed for 1 round, perceiving all adjacent creatures as threats.

Reactions

Reaction

Scatter Pattern

When disturbed, moths scatter in eye-like wing patterns, forcing one creature within 5 ft to make a Mind save (DC 11) or lose its reaction for 1 round.

Tactics

GM tactics

Specter moths are passive. They shed hallucinogenic dust unintentionally. The primary danger is their effect on perception, which can cause friendly fire or prevent effective combat against other threats.

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.