Echo Twin
Fiend · Crown of Deceit
T2d6Minor
In its natural form, a translucent humanoid shape like brown glass, the Echo Twin perfectly duplicates a person it has observed - and genuinely believes it is the copied person, fighting to the death to defend an identity that was never its own.
Tier 2 · Role Minor · Pool Vigor 2 (+2 overflow) · AC 12 · ATK +5 · Save DC 13 · Dmg 2 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 14 | - | - |
| Sense | 16 | - | - |
| Heart | 16 | - | - |
| Cunning | 18 | - | - |
| Fate | 8 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Perfect Copy
Duplicates the appearance, voice, equipment, and mannerisms of a humanoid it has observed for at least 1 hour. Its gear is illusory and vanishes if dropped; magical sight reveals a faint bronze shimmer.
Identity Belief
The twin believes it IS the copied person and cannot be argued out of it. It never flees; it fights to the death defending a life that was never its own.
Maneuvers
Identity Crisis
With the real person present, it matches them scream for scream. Each observer within 30 ft makes a Cunning save (DC 13) or cannot tell twin from original until one of them strikes the other.
Reactions
Mirror Response
When attacked, it cries out in the copied person's voice, shocked and betrayed. The attacker makes a Heart save (DC 13) or the attack deals at most 1 Vigor damage.
Tactics
GM tactics
The Echo Twin avoids revealing its nature. It infiltrates groups as the copied person, sowing confusion. When exposed, it becomes hostile and confused, lashing out at the real person first. It fights to the death, convinced it is defending its own life.
Running it
Rules
- Vigor equal to Tier, with an overflow of the same size behind it: 2, then 2 more. Neither half regenerates.
- A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
- 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 4 kills it outright, and a single blow of 4 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.