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Mirror Seer

Seeking to be the most powerful and perfect creature in their domain, a mirror seer forges a deal with a nefarious entity for more power. Through a magic mirror called a malefic mirror, they communicate with this entity and spy on the events that unfold in their realm.

Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Mirror SeerCreature 9

Rare Medium Human Humanoid 
Source NPC Core pg. 101
Perception +16
Languages Common, Diabolic, Fey, Shadowtongue
Skills Deception +21, Diplomacy +17, Occultism +19, Performance +17, Society +17, Stealth +17
Str +2, Dex +2, Con -1, Int +4, Wis +3, Cha +5
Looking Glass Magic The mirror seer accesses power from their wicked
benefactor through two mirrors: one full-sized malefic mirror in their sanctum and an enchanted hand mirror they can carry on their person.
  • Malefic Mirror The mirror seer must visit the malefic mirror once per day to retain their spellcasting abilities, and they can activate the mirror for special scrying and illusory disguise spells as noted in the mirror's stat block.
  • Enchanted Hand Mirror Without their enchanted hand mirror on their person, the mirror seer takes a –2 circumstance penalty to spell attack rolls and DCs and can't cast their 7th-rank spells. If it's not attended by the mirror seer, the hand mirror has AC 10, Hardness 0, and 1 HP.

Items +1 striking staff, scroll of false vision, +1 dagger, enchanted hand mirror
AC 27; Fort +14, Ref +17, Will +20
HP 140
Rightfully Mine [reaction] Trigger The mirror seer observes a creature making a Strike, casting a spell of 4th rank or lower, or using a special action (the triggering action must take 2 actions or fewer); Effect The mirror seer expends a 4th-rank spell slot (or higher) to duplicate the triggering action. This mimicked action occurs immediately after the triggering action, using the triggering creature's statistics unless the mirror seer's are higher. The creature the mirror seer mimicked is then temporarily immune to this ability for 10 minutes.
Speed 25 feet
Melee [one-action] staff +19 [+14/+9] (magical, two-hand d8), Damage 2d4+8 bludgeoningMelee [one-action] dagger +19 [+15/+11] (agile, magical, versatile S), Damage 1d4+8 piercingMelee [one-action] fist +18 [+14/+10] (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoningRanged [one-action] dagger +19 [+15/+11] (agile, magical, thrown 10 feet, versatile S), Damage 1d4+8 piercingOccult Spontaneous Spells DC 29, attack +21; 7th illusory disguise (self only), scrying (2 slots); 5th illusory scene, shadow blast (2 slots); 4th clairvoyance, detect scrying, peaceful bubble (3 slots); 3rd clairaudience, hypnotize, locate (3 slots); 2nd invisibility, revealing light, status (3 slots); 1st alarm, fear, item facade (3 slots); Cantrips (5th) daze, figment, prestidigitation, telekinetic projectile, void warp
A Fairer Face [one-action] (concentrate, emotion, mental, occult) The mirror seer chooses a creature within 100 feet that can see its own reflection in a mirror. The creature must succeed at a DC 29 Will save or become fascinated by their reflection for 1 minute. The creature can attempt a new save to end the effect at the end of each of its turns.Hall of Mirrors [three-actions] (concentrate, illusion, manipulate, occult) Frequency once per day; Effect The mirror seer causes all surfaces in a 30-foot burst within 100 feet to become reflective for 1 minute. Every creature in the area or that later enters the area must succeed at a DC 27 Will save or become confused by the reflections and refractions. The confusion ends if the creature leaves the area, and the creature can attempt a new save to end the effect at the end of each of its turns. When the effect ends for a creature, that creature becomes temporarily immune for 10 minutes.

Sidebar - Additional Lore The Mirror Gazes Back

The mirror seer's great power stems from their malefic mirror. The story of the being and power behind the mirror can be told in many ways. Is it a demon trapped in the confines of the item, loathing its prison and yearning to be released? An entity working its will in our world through the mirror seer? Both of these have been true of mirror seers in history. And those who defeat a mirror seer might find themselves speaking to the mirror. Or even making their own pact, secure that they, surely, can avoid being corrupted...

All Monsters in "Mystic"

NameLevel
Adept-1
Coven Aspirant2
Cult Leader7
Cultist1
Curse Monger14
Demonologist7
Enchanting Ritualist18
Enigmatic Conspiracist4
False Priest4
God Caller10
Harrow Reader-1
Mirror Seer9
Necromancer5
Spirit Binder11

Mystic

Source NPC Core pg. 96
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone mother (level 6), gourd leshy witch (level 6), tripkee fiend keeper (level 7)

Sidebar - Additional Lore Guests Beware

Most intelligent creatures follow basic customs of hospitality, such as not attacking a guest who has dined under their roof. Even the most sinister fey creature is loath to break such customs, though eating meals with the fey is often fraught with its own dangers. Others have fewer scruples and might employ poisons, curses, or potions as seasoning for unwitting dinner guests.

Sidebar - Related Creatures Mystic Protection

Most mystics aren't particularly skilled in combat and might hire or ensorcel bodyguards, such as the bodyguard (level 1), archer sentry (level 2), musketeer (level 3), tournament combatant (level 5), knight (level 7), or hero hunter (level 13).

Sidebar - Advice and Rules Mystic Rituals

The following are rituals sometimes cast by mystic groups. Those from Monster Core are available only to appropriate celestials and fiends within the organizations.

Sidebar - Advice and Rules Sinister Rituals

Most rituals have a simple gp cost and associated skill checks. But what if a desperate NPC is willing to offer something more macabre, such as lives, souls, or worse? Such a nefarious ritual uses a normal ritual as a baseline, but the DCs and proficiency requirements might be reduced or waived entirely, as might any gp cost.