KING
Convergence Hawk

Convergence Hawk

Beast · no Crown (Meridian)

T3d8Minor

Eight-foot-wingspan raptors whose feathers crystallize during attack dives, turning into living missiles wreathed in concentrated light that create radiant shockwaves on impact.

Tier 3  ·  Role Minor  ·  Pool Vigor 6  ·  AC 14  ·  ATK +5  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+5d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense14--
Heart14--
Cunning16--
Fate16--

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

Passives

Passive

Crystal Dive Form

Its feathers harden into crystal only during a dive. After a Light Dive it is grounded and vulnerable, spending its next turn climbing back to altitude.

Maneuvers

Maneuver

Ascend

Climbs to extreme altitude, out of easy reach. It can only Light Dive from altitude.

Maneuver

Light Dive

Plunges from altitude as a crystal missile and makes its attack. On a hit, the impact bursts in a radiant shockwave: each other creature within 10 ft makes a Body save (DC 15) or takes 1 Vigor damage.

Reactions

Reaction

Evasive Climb

When hit by a ranged attack while airborne, it climbs 20 ft; ranged attacks against it have disadvantage until its next turn.

Tactics

GM tactics

Convergence hawks alternate dive attacks, giving prey no recovery time between impacts. One ascends while the other dives. They target isolated individuals on open ground where there is no cover from aerial attacks. They avoid enclosed spaces.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 6 total damage, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.