KING
The Broken Mirror

The Broken Mirror

Aberration · no Crown (Meridian)

T5d12Sovereign

A floating vertical plane of shattered mirrored light that reflects ALL attacks back at the attacker automatically, vulnerable only from behind where its surface is a void.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 8 / Vitality 30  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC1415 base - 1 Sense
Vigor8Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit15+Cunning 20
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind18+4d8
Sense8-1-d3
Heart16+3d6
Cunning20+5d10
Fate20+5d10

Passives

Passive

Perfect Reflection

Any attack or spell that strikes it from the front rebounds on the attacker, who takes the damage instead. Automatic and unavoidable.

Passive

Void Back

Its back is a lightless void. Attacks from behind cannot be reflected and deal 1 extra damage. The Mirror turns constantly to keep enemies in front.

Maneuvers

Maneuver

Reorient

Spins to face the greatest threat, keeping Perfect Reflection toward the most dangerous attacker.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Shard Burst

Telegraph · disrupt d6 · Body save

Shatters into a storm of mirrored knives and reforms. Every creature within 30 ft makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage. For the round it is shattered it cannot reflect, but it also cannot be harmed.

Tactics

GM tactics

The Broken Mirror faces the greatest threat at all times, reflecting their attacks back at them. The only winning strategy is to get behind it. It uses Reorient to prevent flanking and Shard Burst to punish those who surround it. Groups that try to coordinate find their own attacks coming back at them.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 15+ (Cunning 20).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.