KING
Giant Fire Beetle

Giant Fire Beetle

Beast · no Crown (Mundane)

T1d4Minor

Bioluminescent cavern dwellers, giant fire beetles illuminate paths, their glands prized for lanterns.

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
Body12--
Mind5--
Sense12--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Illumination

Sheds bright light for 10 ft and dim light for 10 ft beyond. Its glands keep glowing for 3 days after death and are prized for lanterns.

Maneuvers

Maneuver

Gland Flare

Flexes its glands into a blinding flash. One creature within 5 ft makes a Sense save (DC 11) or is blinded for 1 round.

Tactics

GM tactics

Not aggressive. Bites only in self-defense. Valued for their glowing glands, which serve as natural lanterns.

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.