Inspired by the Dark Souls 2 Boss. For a low-level party.
LOOKING GLASS KNIGHT
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):
- Multiattack. The knight makes two melee attacks.
- Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Lightning Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) lightning damage.
- Leap. Ranged Weapon Attack: +5 to hit, range 50 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- 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.
- 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.