KING
Shimmer-Vole

Shimmer-Vole

Beast · no Crown (Meridian)

T1d4Minor

Small burrowing rodents whose prismatic fur splits nearby light into disorienting rainbow bursts when startled, spooking livestock and dazzling the unwary.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 10  ·  ATK +2  ·  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+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind8--
Sense12--
Heart6--
Cunning14--
Fate14--

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

Passives

Passive

Prismatic Fur

When startled, fur splits nearby light into a disorienting rainbow burst. All creatures within 5 ft make a Sense save (DC 11) or are dazed for 1 round. Each vole can do this once per hour.

Maneuvers

Maneuver

Burrow Escape

Digs into soft earth and disappears from sight, emerging up to 15 ft away next round.

Maneuver

Panic Flash

Triggers a deliberate prismatic burst. All creatures within 10 ft make a Sense save (DC 11) or are dazed for 1 round.

Reactions

Reaction

Startle Reflex

When struck or grabbed, automatically triggers Prismatic Fur if it has not been used this hour.

Tactics

GM tactics

Shimmer-voles flee at the first sign of danger, triggering their prismatic fur reflexively. They never fight willingly and scatter in all directions.

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.