Large Humanoid (Orc), Lawful Evil
Armor Class 19 Plate
Hit Points 191 (30d8 + 56)
Speed 30 ft., Fly 60 ft.
STR
24 (+7)
DEX
18 (+4)
CON
22 (+6)
INT
22 (+6)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws CON +11, WIS +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Paralyzed, Stunned
Senses Darkvision 60 ft., Truesight 5 feet, Passive Perception 15
Languages Common, Elvish, Orc
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Spellcasting. The Reflection is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Reflection has the following spells prepared:

Cantrips (at will): toll the dead, guidance, word of radiance, sacred flame

1st level (4 slots): sanctuary*, guiding bolt, shield, absorb elements, chromatic orb, gift of alacrity*

2nd level (4 slots): calm emotions, hold person, spiritual weapon, mirror image*

3rd level (3 slots): counterspell, slow, lightning bolt, fireball

4th level (3 slots): dimension door, polymorph,banishment

5th level (2 slots): bigby's Hand, mass cure Wounds,cone of cold, wall of light

6th level (2 slots): Chain Lightning, sunbeam, globe of invulnerability*

7th level (1 slot): crown of stars*

* The reflection casts this spells on itself before combat

Sorcery Points. The Reflection has 14 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:

Transmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Subtle Spell: When you cast a spell, you can spend 1sorcery point to cast it without any S or V components.

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Channel Divinity: Destructive Wrath. You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. No Action required 2/day.

Electric Dome of Regeneration. If the reflection starts its turn with half or less than half of its total hit points it envelops itself with eletric energy. In this state it is immune to all damage, spells and magical effects. At the start of its next turn it regains 20d8 hit points and 1 Spellslot of 6th level or lower. The dome only breaks once all elementals are killed. All creatures in a 30 ft sphere around the reflection who face in its direction have to succed on a DC 16 Constitution Saving Throw or be blinded and deafened for three rounds. A creature can repeat its saving throw at the end of its turn to end the effect early. If a creature succeds on the Saving Throw it is knocked prone and suffers none of the extra effects 1/day.

Thunderclap. The reflection can teleport up to 10 ft to an unoccupied space it can see after it dealt lightning or thunder damage to at least one creature. No action required.

Magic resistance. The reflection has advantage on saving throws against spells and other magical effects. This is not active unless Electric Dome of Regeneration was used by the Reflection.

Thunderous Strike. When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. No Action required

Magic affinity. This creature mastered the arts of magic and is able to cast up to two leveled spells in one turn if it uses quickened spell. (Recharge 1-3)

Adamantine Armor. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

 

 

 

 

 

 

 

 

Actions

Legendary Resistance (3/Day). If the reflection fails a saving throw, it can choose to succeed instead.

Multiattack. The reflection can attack three times if it takes the attack action.

Thunderbolt. Ranged Weapon Attack: +11 to hit, reach 150 ft., one target. Hit: 18 (3d8+5) lightning damage.

Warhammer. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit: 13 (1d10+1d4+7) bludgeoning, lightning damage.

Bonus Actions

Spiritual Weapon. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Crown of Stars. Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

 

 

 

Reactions

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Absorb Elements. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Counterattack. When a creature within 5 feet of you makes an attack against you, you can use your reaction to take the Attack Action against the attacking creature. After Counterattack was used roll a d6 if you roll a 6 you can use it one more time during this round.

 

Legendary Actions

The reflection 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 reflection regains spent legendary actions at the start of its turn.

Thunderbolt. Ranged Weapon Attack: +11 to hit, reach 150 ft., one target. Hit: 18 (3d8+5) lightning damage. Costs 1 Legendary Action

Warhammer. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit: 13 (1d10+1d4+7) bludgeoning, lightning damage. Costs 1 Legendary Action

Lightning Shield. Ranged Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 8 (2d6) lightning damage. You create four small orbs of lightning magic that float around your head and give off bright light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of bright light, or starts its turn in the area you can choose to attack it with one or more of the orbs. On a hit the creature is pushed 10 feet directly away from you, and each orb you used in the attack explodes, dealing 2d6 lightning damage to the creature. Costs 2 Legendary Actions

 

 

Description

This a twisted and corrupted reflection of the past. It is the manifestation of all negative emotions. Dont give in or you might end up like this "thing".

Lair and Lair Actions

While the reflection is in its lair it can use its lair action at initiave count 20 or lower (losing ties), once per round.

A small sphere of pure lightning forms above one random players head and follows him. It sheds bright light in 10 ft around the target and can not be dispelled. At the start of the next round the target has to succeed on a DC 14 Dexterity Saving Throw or take 3d6 lightning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2021 6:23:10 PM
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11/1/2021 9:17:42 PM
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11/24/2021 1:41:47 PM
28
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1/6/2022 5:42:34 PM
28
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10/4/2022 3:14:06 PM
37
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Monster Tags: humanoid

Habitat: MountainUrban

Attinuviel

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