KING
Sun-Scarab

Sun-Scarab

Beast · no Crown (Meridian)

T1d4Minor

Beetle-like insects with polished golden shells that hum in direct sunlight, storing radiant energy by day and discharging it in painful flashes at night.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 13  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1313 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
Body14--
Mind5--
Sense12--
Heart12--
Cunning8--
Fate12--

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

Passives

Passive

Solar Charge

Basks by day to store sunlight in its shell; the hum gives a charged scarab away. A dead scarab holds its charge for a few hours.

Maneuvers

Maneuver

Radiant Discharge

Releases its stored charge into a creature touching it: the creature takes 1 damage (radiant). The scarab must bask in sunlight before it can discharge again.

Reactions

Reaction

Death Flash

When killed while charged, it bursts in a 5 ft flash. Each creature in the burst makes a Body save (DC 11): on a failure it takes 1 damage, on a success 1 Vigor damage.

Tactics

GM tactics

Sun-scarabs are not aggressive. They discharge defensively when stepped on or handled. Swarms are dangerous only because of the accumulated radiant discharges.

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.