KING
Mirrorscale Eel

Mirrorscale Eel

Beast · no Crown (Meridian)

T1d4Minor

Slender two-foot eels covered in perfectly mirrored scales that reflect light-based attacks and render them nearly invisible in water.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 11  ·  ATK +2  ·  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+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind6--
Sense12--
Heart8--
Cunning14--
Fate12--

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

Passives

Passive

Reflective Scales

50% chance to deflect light-based attacks to a random adjacent target. In water, the eel is nearly invisible (advantage on stealth, disadvantage to spot it).

Maneuvers

Maneuver

Slippery Lunge

Melee bite attack. The eel then moves 10 ft without provoking reactions.

Maneuver

Mirror Flash

Angles its scales to produce a blinding reflection. One creature within 10 ft makes a Heart save (DC 11) or is dazed for 1 round.

Tactics

GM tactics

Mirrorscale eels hide in water and ambush small prey. They use Mirror Flash defensively and retreat into water when threatened. Not aggressive toward humanoids.

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.