Veilwing
Beast · no Crown (Meridian)
T1d4Minor
Predatory birds with six-foot wingspans and oil-on-water feathers that bend light around them, becoming invisible when stationary and striking from hiding.
Tier 1 · Role Minor · Pool Vigor 1 (+1 overflow) · AC 12 · ATK +3 · Save DC 11 · Dmg 1 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 14 | - | - |
| Mind | 8 | - | - |
| Sense | 12 | - | - |
| Heart | 12 | - | - |
| Cunning | 16 | - | - |
| Fate | 14 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Light Bend
Becomes functionally invisible while stationary. Moving breaks the effect. Attacks from invisibility gain +2 to hit.
Maneuvers
Sonic Screech
10 ft cone. Each creature in it makes a Body save (DC 11) or takes 1 damage.
Diving Ambush
Drops from an invisible perch and attacks a target with +2 to hit. On hit, the target makes a Body save (DC 11) or is knocked prone.
Reactions
Vanishing Climb
After making an attack, immediately flies up 20 ft and becomes stationary (activating Light Bend) if a perch is available.
Tactics
GM tactics
Veilwings perch invisibly on high points, drop onto prey with Diving Ambush, then climb back to invisibility. They use Sonic Screech when cornered. They avoid prolonged ground combat.
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.