update timeline to latest info
add mimic and minotaur
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@@ -24,9 +24,14 @@ short_code: bmy
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**Alpha**: Each group of 40 or more is lead by an alpha: HD 2 (9 hp); AC 13; Attacks: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
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- **Swarm**: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
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- Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
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- Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
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- Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail.
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**Flock**: Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
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**Psychic Sense**: Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
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**Swarm**: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
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**Skittish**: Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail. They automatically fail when an a alpha is killed.
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### Alpha
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Each group of 40 or more is lead by an alpha
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- HD 2 (9 hp); AC 13; Atk: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
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- Mylarks automatically fail morale when an alpha is killed.
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