Large Aberration (Shapechanger), Chaotic Neutral
Armor Class 15
Hit Points 137 (11d12 + 66)
Speed 30 ft., fly 60 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +7, WIS +6
Skills Arcana +13, History +13
Damage Resistances Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 12
Languages All Telepathy 120 ft. Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4

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

Actions

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.

Monster Tags: NPC

Environment: Urban

JessJackdaw

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