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Looking Glass Knight

Boss style encounter for the Gardens of Ynn. Inspired by Dark Souls 2 and “Through the Looking Glass”.


Looking Glass Knight

Large Undead (human), Lawful Evil
AC 20 (mirrored plate, mirror shield); HP 256/128 (27d10 + 108); Speed 30 ft.
STR +9, DEX +7, CON +8, INT +1, WIS +1, CHA +4
Saving Throws STR +9, DEX +7, CON +8
Senses Passive Perception 15
Languages Common, High Gothic
Challenge 12 (8,400 XP); Proficiency Bonus +4
  • Indomitable (3/Day). The Looking Glass Knight can reroll a saving throw he fails. He must use the new roll.
  • Magic Resistance. The Looking Glass Knight has advantage on saving throws against spells and other magical effects.
  • Summon Aide. Roll 1d4 this is how many rounds before this trait triggers.  When this trait triggers the knight uses his mirror shield to summon a mirror squire.  Roll the 1d4 die again to determine the next time he summons a mirror squire.
  • Survivor. The Looking Glass Knight regains 10 hit points at the start of his turn if he has at least 1 hit point but fewer hit points than half his hit point maximum.
Actions
  • Multiattack. The Looking Glass Knight makes two Ultra Greatsword attacks.
  • Ultra Greatsword. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 3d6 + 5 slashing damage.
  • Shield Bash. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 1d6 + 5 bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and stunned until the end of the targets next round.

Reactions

  • Shield Block. The Looking Glass Knight adds 5 to his AC against one melee attack that would hit him. To do so, the knight must see the attacker and be using a shield.
  • Spell Parry. When The Looking Glass Knight is targeted by a spell the caster must beat the knight’s spell parry check to successfully land the spell – otherwise, the spell is deflected back at the attacker. The spell parry check to beat is 1d20 + 14. This reaction can be used on any spell attack and is not limited by normal reaction rules.  The first use of this ability during an encounter always has a spell parry check of 34.
Legendary Actions

The Looking Glass Knight can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The knight regains spent legendary actions at the start of his turn.

  • Weapon Attack. The Looking Glass Knight makes a weapon attack.
  • Leaping Slash. The Looking Glass Knight leaps up to 30 feet in any direction and making an ultra greatsword attack when he lands against a single target within range.
  • Lightning Spin. The Looking Glass Knight channels electrical energy into his blade and makes a sweeping attack.  Each creature within 15 ft radius of the knight must make a DC 20 Dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one.
  • Lightning Bolt (1/Day). The Looking Glass Knight casts lightning bolt (8d6, 5 by 100).

 


Mirror Squire

Medium undead (any race), any alignment but usually evil
AC 17 (Splint); HP 58 (9d8 + 18); Speed 30 ft.
STR +3, DEX +1, CON +2
Skills Athletics +5, Perception +2
Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP); Proficiency Bonus +2
Actions
  • Multiattack. The phantom knight makes two longsword attacks and one shortsword attack.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Treasure

Ring of Steel Protection. Adds 1 DR to the character for all non-elemental attacks.

The armour and shield can be used as components at the forge to create one of the following items at a cost of 3,000 gp and 2 weeks worth of work:

  • Thorned Greatsword. Is a +1 Greatsword that can cast lightning bolt once per day.
  • The King’s Mirror (shield). Is a +1 shield that allows the owner to deflect any targeted spell – any spell that requires a to-hit roll – as a reaction. If a spell targeting the wielder of this shield misses it is automatically reflected back at the target.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium

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