KING
Swarm of Crawling Claws

Swarm of Crawling Claws

Undead · Crown of Wrath

T1d4Minor

Severed hands animated by dark magic, swarms of crawling claws overwhelm with grasping fingers and scratching nails.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind4--
Sense14--
Heart10--
Cunning6--
Fate12--

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

Passives

Passive

Swarm

Occupies a 10 ft space and can share other creatures' spaces. Climbs walls and ceilings. Resistant to bludgeoning, piercing, and slashing damage.

Passive

Mindless

Severed hands feel nothing. Immune to poison, charmed, and frightened; does not flee at 0 Vigor and fights until destroyed.

Maneuvers

Maneuver

Smother

One creature in the swarm's space makes a Body save (DC 11) or takes 1 damage and is blinded by hands clutching its face until the end of its next turn; on a success, it takes 1 Vigor damage.

Tactics

GM tactics

Skitters along walls and ceilings. Drops onto victims from above. Smothers spellcasters. Created from the severed hands of executed criminals.

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.