KING
Mirror Stalker

Mirror Stalker

Fiend · Crown of Deceit

T3d8Minor

A gaunt, angular figure made entirely of mirrored glass, the Mirror Stalker steps through reflective surfaces to hunt, showing reflections that are always slightly wrong - your smile a grimace, the door behind you open when you closed it.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense16--
Heart14--
Cunning20--
Fate18--

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

Passives

Passive

Reflection Walk

Steps into any reflective surface and emerges from any other within 300 ft, and can watch through them without emerging. If every nearby surface is covered or broken, it is trapped in the last one it entered; shattering that surface kills it.

Passive

Glass Body

Resistant to slashing and piercing damage. Vulnerable to bludgeoning damage.

Maneuvers

Maneuver

Inversion

One creature within 30 ft must make a Mind save (DC 15) or swap places with the Stalker, trapped inside the nearest reflective surface and unable to act until that surface is shattered. On a success, the target takes 1 Vigor damage from the wrenching pull.

Reactions

Reaction

Mirror Dodge

When hit by an attack, slips into a reflective surface within 10 ft and the hit is negated. No surface in reach, no dodge.

Tactics

GM tactics

The Mirror Stalker watches through reflective surfaces for days before attacking. It uses Reflection Walk to strike from unexpected angles, then retreats. It uses Inversion to trap the most dangerous combatant, then fights the rest. Covering or destroying all reflective surfaces in a room traps it in the last surface it entered - shattering that surface kills it.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • 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 6 kills it outright, and a single blow of 6 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.