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