KING
Bat

Bat

Beast · no Crown (Mundane)

T1d4Minor

Nocturnal flyers swarming in caves, bats navigate by echolocation, their guano enriching dark ecosystems.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 10  ·  ATK +0  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
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--
Cunning14--
Fate12--

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

Passives

Passive

Echolocation

Blindsight 60 ft. Can't use while deafened.

Passive

Keen Hearing

Advantage on Cunning checks relying on hearing

Maneuvers

Maneuver

Bite

Standard attack.

Tactics

GM tactics

Swarms when disturbed. Individual bats are harmless; swarms of hundreds can be dangerous distractions.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • 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.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, 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.