KING
Veilwing

Veilwing

Beast · no Crown (Meridian)

T1d4Minor

Predatory birds with six-foot wingspans and oil-on-water feathers that bend light around them, becoming invisible when stationary and striking from hiding.

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
Body14--
Mind8--
Sense12--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Light Bend

Becomes functionally invisible while stationary. Moving breaks the effect. Attacks from invisibility gain +2 to hit.

Maneuvers

Maneuver

Sonic Screech

10 ft cone. Each creature in it makes a Body save (DC 11) or takes 1 damage.

Maneuver

Diving Ambush

Drops from an invisible perch and attacks a target with +2 to hit. On hit, the target makes a Body save (DC 11) or is knocked prone.

Reactions

Reaction

Vanishing Climb

After making an attack, immediately flies up 20 ft and becomes stationary (activating Light Bend) if a perch is available.

Tactics

GM tactics

Veilwings perch invisibly on high points, drop onto prey with Diving Ambush, then climb back to invisibility. They use Sonic Screech when cornered. They avoid prolonged ground combat.

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.