KING
Shard Hare

Shard Hare

Beast · no Crown (Meridian)

T1d4Minor

Dog-sized hares with crystalline bone growths beneath translucent skin that shed razor-sharp crystal caltrops while running and shatter explosively on death.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 12  ·  ATK +3  ·  Save DC 11  ·  Dmg 1 (flat)

AC1212 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind8--
Sense12--
Heart8--
Cunning12--
Fate14--

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

Passives

Passive

Death Shatter

When killed it bursts into razor crystal. Each creature within 5 ft makes a Body save (DC 11): on a failure it takes 1 damage; on a success it takes 1 Vigor damage.

Maneuvers

Maneuver

Sprint and Shed

Runs up to 50 ft, strewing crystal caltrops behind it. A creature entering the strewn ground takes 1 Vigor damage and makes a Body save (DC 11) or is slowed 1 round.

Reactions

Reaction

Reflexive Shed

When hit in melee, flying spurs deal 1 Vigor damage to the attacker.

Tactics

GM tactics

Shard hares flee, leaving crystal caltrops behind them. They are more dangerous dead than alive due to Death Shatter. Experienced hunters kill them at range and wait before approaching.

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.