Mirrorman

A picture of a miniature figure of a human man. The man is mirrored front to back, with a second face, pair of forearms, and feet facing out his back. He wears a suit covered in pockets on both the pants and jacket, has silver skin, and carries a small jagged blade in his left front facing hand.

The secrets of Janus are embodied in the mirrormen, a truly mysterious group of dreams who seem to manifest in defense of… something. What exactly they are defending is uncertain so far, as the places they appear don’t seem to have any clear connection. Mirrormen are even more enigmatic than other Janus creatures, and some believe that they are the key to unlocking who or what Janus really is, but so far no mirrorman has given up the slightest hint of information.

With their own strength mirrormen aren’t all that powerful, using small daggers of broken glass and conjuring up magical defenses, but they can be truly deadly in their ability to become a mirror of their opponent. Powerful attacks and spells are copied perfectly, and when used strategically these can cause incredible amounts of devastation, though often to the detriment of the mirrorman itself. As they are primarily defensive by nature, this can be more to their benefit, allowing them to strike back exactly as hard as they are struck, and meaning that first strikes against them are often heavily damaging to the person seeking to bypass the mirrorman’s guard post.

Originally from the Dreamblade Base Set. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I’m working on, consider backing me there!

5th Edition

With its at will spells, mirrormen area nearly always encountered under the effects of mage armor and mirror image. You can roll 1d10 to see how long it has been since the mirrorman cast the mirror image, and roll that many d6 to determine whether the spell has recharged. The CR for the mirrorman is quite hard to gauge, since a big portion of their abilities are based off of what is used against them, but this is my estimate for what level they’ll be somewhat dangerous without completely overwhelming low level characters.

A picture of a 5th Edition Dungeons and Dragons stat block. The text is available below.

Mirrorman
Medium aberration (janus), unaligned
Armor Class 13 (or 16 with mage armor)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
Str 14 (+2) Dex 16 (+3) Con 18 (+4) Int 15 (+2) Wis 13 (+1) Cha 18 (+4)
Skills Insight +7, Perception +7, Stealth +6
Senses passive Perception 17
Languages any four languages
Challenge 7 (2900 XP)
Mirror Step. The mirrorman can use 5 feet of movement to step into a reflective surface, and can teleport into an unoccupied space within 5 feet of another reflective surface within 500 feet of the first one, using another 5 feet of movement. If it doesn’t have enough movement to enter and exit a surface, it cannot enter a surface. Both surfaces must be at least the same size as the mirrorman. It can only use this ability once per turn, and must end its turn outside of a reflective surface.
Two Faced. The mirrorman is immune to being flanked, and has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The mirrorman has two reactions per round, but can only take one per turn.
Actions
Multiattack.
The mirrorman makes two Mirror Shard attacks.
Mirror Shard. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 5 (1d4+3) piercing damage. The mirrorman uses the same attack roll and damage roll against both targets.
Spellcasting. The mirrorman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: disguise self, invisibility, mage armor
Recharge 6: mirror image
Reactions
Mirror Spell (Recharge 3-6).
The mirrorman can mirror a spell cast by a creature it can see that only targets the mirrorman or the caster. The mirrorman casts the spell, targeting itself or the caster (its choice). Any save or attack roll for the spell uses the original caster’s spell save DC or spell attack bonus. The spells are cast at the same time, so the results of one spell cannot prevent the other from being cast.
Mirror Strike (Recharge 3-6). When the mirrorman is the target of an attack by a creature it can see, before the attack is made it can choose to mirror the attack back. The mirrorman targets the attacker, and makes the same attack back, using the attackers attack roll and dealing the damage the mirrorman takes to the target. Any secondary effects from the attack (such as being knocked prone or being poisoned, but not killed) that affect the mirrorman also affect the attacker. Any save required by the attack uses the original attackers save DC. Both attacks land at the same time, so the results of one attack cannot prevent the other from occurring.

13th Age

A picture of a 13th Age stat block. The text is available below.

Mirrorman 
Triple-strength 5th level spoiler [aberration] 
Initiative: +12
Mirror Shard +10 vs. AC (2 attacks, each against a different enemy) – 20 damage
Natural Even Hit: The target also takes 5 ongoing damage.
Natural 18+: The target is also vulnerable to mirror strike attacks (hard save ends, 16+).
Mirror Strike: As an action, the mirrorman can choose one attack it or one of its mirror image duplicates was hit with since its last turn and copies that attack. The attack is the same kind as the original (melee, ranged, close quarters), uses the same attack bonus as was used against the mirrorman, targets the same defense, deals the same damage as the original attack, and the mirrorman gains any additional benefits the attacker gained from the hit.
Mirror Image: 1/battle, as a quick action, the mirrorman can create 1d3 illusory duplicates of itself that last until the end of the battle. If an attack against the mirrorman is a natural odd roll, the attack strikes a duplicate. The attacker rolls damage against the duplicate and destroys it.
Mirror Step: As a move action, the mirrorman can step into one reflective surface and teleport to any other reflective surface it can see nearby or far away.
Two-Faced: The mirrorman can roll saves at the start and end of each of its turns.
AC 20 PD 18 MD 18 HP 190

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