Looking Glass Knight

Inspired by the Dark Souls 2 Boss. For a low-level party.


Large construct, unaligned
Armor Class 20 (Chrome Plate and Mirror Shield)
Hit Points 60 (8d10 + 16)
Speed 30 ft.
16 (+3)
11 (+0)
14 (+2)
11 (+0)
11 (+0)
15 (+2)
Damage Immunity Lightning
Saving Throws CON +4, WIS +2
Senses passive Perception 10
Languages Understands Common but does not speak
Challenge 3 (700 XP)

Brave. The knight has advantage on saving throws against being frightened.

Mirror Finish. Any attack, magical or otherwise that usess an attack-roll to hit the knight, that could also be conceivably reflected by a magically enchanted reflective surface – like the knight’s armour and mirror greatshield – is reflected back at its target at half strength. The other half is reflected in a random direction if the looking glass knight makes CON saving throw against the to-hit rolled of the attack creature that triggered this trait. Examples of damage refelection includes any ray type attack and attacks from laser-type weaponry.


Roll a d6 to determine what the looking-glass knight does each round. Reroll nonsensical actions (or just pick, only 1 per round):

  1. Multiattack. The knight makes two melee attacks.
  2. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  3. Lightning Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) lightning damage.
  4. Leap. Ranged Weapon Attack: +5 to hit, range 50 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  5. Lighting Storm. The looking-glass knight calls a lighting strike centered on itself in a 20-foot radius. All creatures in the area must make a DC 12 DEX saving throw or take 7 (2d6) lightning damage.
  6. Summon Doppelganger. Unless all creatures are averting their eyes the knight places his greatshield mirror on the ground and summons a duplicate of the character. This duplicate has the same traits as the reflected character but only 1 hit point.


Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


Chrome plate armour.  Nonmagical but will only fit a large humanoid.  It is a piece of artwork unto itself, however, and worth 2,000 gp to the right buyer.

Greatshield Mirror.  The mirror acts as a shield providing +2 AC. If the wielder uses his action to plant the shield on the ground and maintain that defensive position allies behind him gain +2 AC as well. The mirror weighs 50 pounds and takes two inventory slots as its sized for a Large creature. It also has the following traits which may be used once per day:

  • Reflect Spell. Any spell targeting the wielder that requires an attack roll to hit may be reflected if it hits the wielder.  The target must make a STR check against the attack roll.  If he succeeds the spell/ray attack is reflected back at the target.
  • Mirror World. The mirror may create a shadowy duplicate of the target looking at the mirror unless the creature is averting its eyes.  The summoned creature looks like a dark/shadowy version of the target.  Use a shadow as the base creature, adjusting as required for size.