Magic Resistance. The Enigmirror has advantage on saving throws against spells and other magical effects.
Spell Reflection. If the Enigmirror makes a successful saving throw against a spell, or a spell attack misses it, the Enigmirror can choose another creature (including the spellcaster) it can see within 60 feet of it. The spell targets the chosen creature instead of the Enigmirror. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Telepathic Bond. The Enigmirror ignores the range restriction on its telepathy when communicating with a creature it deems as an ally. The two don't even need to be on the same plane of existence.
Shielded Mind. The Enigmirror is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Tainted Magic. The Enigmirror's spells can be unsafe for mortals. Under the DM's discretion, each time the Enigmirror casts a spell the closest creature must make a DC 18 Wisdom save or be cursed for 1d4 days. Example curses include:
- Emotibow Curse Your shifting skin color betrays your emotional state.
- Piper’s Parade Curse You attract a parade of vermin wherever you go.
- Shrinkwrap Curse You shrink and become Small size. If you are already small, you become Medium Size.
- Friend of Fabric Curse You can speak to clothing, and they won't shut up.
- Language Flipper Curse The languages you know, including common, are randomly rerolled into new languages.
- Gender-Bender Curse You awaken the next day as the opposite sex.
Spellcasting. The Enigmirror is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The Enigmirror can cast dream and Far Step at will and can innately cast the following spells, requiring only somatic components:
Cantrips (at will): guidance, light, mage hand, prestidigitation, minor illusion
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): create food and water, fly, conjure animals
4th level (3 slots): banishment, polymorph, arcane eye
5th level (3 slots): awaken, scrying, animate objects
6th level (1 slot): scatter
7th level (1 slot): teleport
8th level (1 slot): animal shapes
9th level (1 slot): time stop
Psychic Projection. Each creature within 60 feet of the Enigmirror must make a DC 17 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Change Shape. The Engimirror magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Enigmirror's choice).
In a new form, the Enigmirror retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the Enigmirror can use its bite in that form.
Description
Once a powerful banished archfiend, the Enigmirror’s name and face has been lost to time. A husk of its former self, this oddly gentle aberration hungers for company and will form strong maternal connections with the unlikeliest of people. The Enigmirror’s fractured mind is plagued by curiosity and seeks to better understand the vexing intricacies of sentient creatures. It wishes to love, but has a poor grasp of how best to show it.
Often misunderstanding what things can and cannot speak, the Enigmirror often takes the guise of an ordinary object or animal, and will assail the party with endless questions. If the adventurers’ patience holds strong, the Enigmirror will adopt the party, the object/animal it once inhabited will suddenly combust, and she will visit them in their dreams.
Much like a doting grandmother, the Enigmirror is happy to spoil the party with grand gestures, however her magical gifts never seem to work as intended. An adventurer’s request for a mass teleportation may end poorly when the Enigmirror wasn’t expecting mortals to be… so delicate.
QUESTION: Can the Enigmirror become a patron for a warlock?
Any way fantastic! I love your Monsters and your arts as well, Long live you :-)
Patron? That was the first frickin thing I thought upon seeing this!! But I believe it would need some legendary and lair actions.
I love all of these. If only the art was here too.
"Languages All Telepathy 120 ft. Any six languages."
I think this means it can speak all languages via telepathy, but only six normally? Or it's a typo
This and the other monsters that you’ve made are great!
Attack: 16 Damage: 15
Telepathy doesn't necessarily mean it can speak all languages.
While telepathy is cool and all, it doesn't mean the creature likes speaking with it.
many creatures preffer not to use telepathy at all.
other monsters like mind flayers uses it always because putting tentacles inside their mouths to speak deep speech is counter productive to them, thus they prefer telepathy. fiends on the contrary preffer to speak their own infernal language because its more intimidating. and using telepathy is is not really a good way to talk to a creature and convince it. you need to make contact. but overall... even though it can speak telepathy, it still doesn't know all languages. Telepathy basically translate int he brain of the person. so basically this creature can speak celestial, yet the creature gets the message in infernal. that doesn't mean the transmiter understands infernal. if anything its speaking celestial and thus doesn't even understand the receivers part.
for reference, heres telepathy in the monster manual...
Telepathy
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.
A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.
A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.