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 100 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | +4 | d8 |
| Mind | 18 | +4 | d8 |
| Sense | 8 | -1 | -d3 |
| Heart | 16 | +3 | d6 |
| Cunning | 20 | +5 | d10 |
| Fate | 20 | +5 | d10 |
Passives
Perfect Reflection
Any attack or spell that strikes it from the front rebounds on the attacker, who takes the damage instead. Automatic and unavoidable.
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
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 declaration is lost.
Shard Burst
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 1d12 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 + 18 x Tier. Full Vigor at combat start; at the start of its turn it regains 1 Vigor. Dead at 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 15+ (Cunning 20).
- Two attacks in a normal turn.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a declaration is pending forces its disruption roll; on a 1 the declaration is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.