KING
Whisper Moth

Whisper Moth

Fiend · Crown of Deceit

T1d4Minor

Palm-sized moths with wings patterned like human lips, they replicate overheard phrases in the original speaker's voice, turning whispered secrets into weapons of misattribution.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +2  ·  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+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind4--
Sense12--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Drawn to Secrets

Whispered conversation within 60 ft draws more whisper moths to the area within the hour.

Passive

Numbing Proboscis

A creature the moth bites does not notice the wound until the start of its next turn.

Maneuvers

Maneuver

False Message

Repeats any short phrase overheard in the last day, throwing the original speaker's voice from up to 30 ft away. A cluster of six or more can sustain a convincing conversation or shout something damning in a trusted ally's voice.

Reactions

Reaction

Scatter

When an area attack catches the moths, the survivors burst apart in all directions and regather minutes later in the nearest dark space.

Tactics

GM tactics

Whisper Moths avoid direct combat. They cluster near the most trusting or communicative party member, collecting phrases. They use False Message to sow confusion and misdirect, then flee when threatened. In numbers, they weaponize stolen words to turn allies against each other.

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.