KING
Lie-Eater

Lie-Eater

Fiend · Crown of Deceit

T4d10Minor

A bloated, toad-like creature the size of a horse with tarnished bronze skin, the Lie-Eater gorges on ambient dishonesty, growing stronger with every falsehood spoken nearby - then disgorges all consumed lies at deafening volume.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind18--
Sense20--
Heart8--
Cunning20--
Fate18--

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

Passives

Passive

Consume Falsehood

Whenever a creature within 60 ft tells a deliberate lie, the Lie-Eater hears it, learns the truth behind it, regains 1 Vigor, and the liar takes 1 Vigor damage as the lie is torn from them. Its bronze belly distends with every meal.

Passive

Paradox Armor

The Lie-Eater cannot be damaged by a creature currently maintaining a falsehood (disguise, alias, concealed motive). Only the completely honest can hurt it.

Maneuvers

Maneuver

Tongue Snare

The ear-tipped tongue lashes out at a creature within 15 ft. The target makes a Body save (DC 17) or is grabbed and dragged adjacent; while held it cannot speak a lie.

Maneuver

Truth Vomit

The Lie-Eater disgorges every lie it has eaten in a 30 ft cone, each attributed to its speaker at deafening volume. Creatures in the cone make a Heart save (DC 17) or take 4 damage and are stunned 1 round; on a success they take 1 Vigor damage. Its belly empties.

Tactics

GM tactics

The Lie-Eater positions itself in areas where deception is common. It hears every lie told nearby and grows stronger from the dishonesty. It uses Truth Vomit when maximally gorged to cause social chaos. It targets disguised or deceptive party members first, since honest characters are the only real threat.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • 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 8 kills it outright, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.