Mirror Walker
Fiend · Crown of Despair
T3d8Minor
A gaunt humanoid whose face is a flat disc of polished obsidian, wrapped in dark cloth that trails into smoke. It moves with slow, deliberate grace and does not speak. When it holds up its face, what you see reflected is not the room -- it is yourself, stripped of every comforting lie.
Tier 3 · Role Minor · Pool Vigor 3 (+3 overflow) · AC 14 · ATK +6 · Save DC 15 · Dmg 3 (flat)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 8 | - | - |
| Mind | 18 | - | - |
| Sense | 20 | - | - |
| Heart | 18 | - | - |
| Cunning | 18 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Mirror Invulnerability
Can only be harmed by a creature that has faced Show the Mirror and survived. All other attacks pass through it like light through glass.
Mirror Step
Steps into any reflective surface and emerges from any other within 100 ft.
Maneuvers
Show the Mirror
The Walker raises its obsidian face at one creature within 30 ft. The target must make a Heart save (DC 15) or be stunned 1 round, weeping at every failure it sees; on a success it takes 1 Vigor damage. A creature that has faced the mirror and survived can now harm the Mirror Walker.
Tactics
GM tactics
Opens every encounter with Show the Mirror against the party leader or most confident character, creating someone who can actually harm it. Uses Mirror Step to reposition between reflective surfaces. Targets characters one at a time with Show the Mirror, gradually making itself vulnerable but demoralizing the party. It saves its blows for those the mirror has already broken.
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.