KING
Echo Lizard

Echo Lizard

Beast · no Crown (Meridian)

T1d4Minor

Chameleon-like reptiles that record and replay complex light patterns, projecting illusory duplicates of themselves or replaying images of trusted companions to lure prey.

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

AC1111 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
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--
Sense14--
Heart12--
Cunning16--
Fate14--

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

Passives

Passive

Light Echo

Records and replays light patterns, keeping two illusory duplicates of itself shimmering nearby. The images are visual only; touch, sound, or smell gives them away.

Maneuvers

Maneuver

False Friend

Replays the image of a trusted companion it has observed. One creature that can see the image makes a Heart save (DC 11) or moves toward it; the lizard's next attack against that creature has advantage.

Reactions

Reaction

Duplicate Sacrifice

Once per round, when hit, a duplicate flickers into the blow and bursts; the lizard takes no harm and is left with one fewer duplicate.

Tactics

GM tactics

Echo lizards create illusory duplicates and project false friend images to lure prey into ambush range. They strike once and retreat, creating new duplicates. They avoid sustained combat.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • 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.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, 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.