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Quenth, the Mirror Tyrant

Large aberration (titan), lawful evil · CR 16

by ThePolishedLens

Quenth, the Mirror Tyrant
Armor Class
18
natural armor
Hit Points
252
24d10 + 120
Speed
30 ft., fly 40 ft.
  • STR +1
  • DEX +4
  • CON +5
  • INT +6
  • WIS +4
  • CHA +7
Saving Throws
Int +11, Wis +9, Cha +12
Damage Resistances
Psychic
Condition Immunities
Charmed, Frightened
Senses
darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages
Common, Deep Speech, Undercommon, telepathy 120 ft.
Challenge 16 15,000 XP

Traits

  • Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
  • Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
  • Hall of Reflections. Quenth is never truly where it appears. Whenever it is targeted by an attack while within 30 feet of a reflective surface (a mirror, still water, polished glass), it can choose to be hit instead in the body of one of its mirror-images; the attack deals no damage and the image shatters. Quenth maintains up to three such images and can re-form a shattered one at the start of its turn.

Actions

  • Shard Lash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) force damage. Reach 10 ft. A whip of jagged mirror-glass. On a hit, the target's reflection is briefly stolen: it can't see itself in any reflective surface until the end of its next turn and has disadvantage on the next attack roll it makes before then.
  • Mind Splinter. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 18 (4d8) psychic damage. Range 120 ft., one creature. The target sees a perfect duplicate of itself lunge from the air. On a hit it must succeed on a DC 19 Wisdom saving throw or be unable to take reactions until the start of its next turn.

Bonus Actions

  • Step Through Glass. Quenth vanishes into one reflective surface within 5 feet of it and reappears in an unoccupied space within 5 feet of another reflective surface it can see within 60 feet. It can make one Shard Lash attack immediately before or after this move.

Reactions

  • Returned Blow. When a creature Quenth can see within 60 feet hits it with an attack, Quenth can answer with its own reflection: the attacker must succeed on a DC 19 Charisma saving throw or take 18 (4d8) psychic damage as its strike rebounds through the mirror-world.

Legendary Actions

Quenth, the Mirror Tyrant 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. Quenth regains spent legendary actions at the start of their turn.

  • Detect. The creature makes a Wisdom (Perception) check.
  • Mind Blast (Costs 2 Actions). The creature emits psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take psychic damage and be stunned until the end of its next turn. Each creature in the area must make a DC 20 Intelligence saving throw, taking 4d8+{intMod} psychic damage on a failed save, or half as much damage on a successful one.
  • Psychic Crush (Costs 2 Actions). Ranged Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 27 (5d10) psychic damage, and the target must succeed on a DC 20 Intelligence saving throw, taking half as much damage on a success. The creature targets one creature it can see within 60 feet. The target must make an Intelligence saving throw, taking psychic damage on a failed save, or half as much on a successful one.

Origin Story

No one made Quenth; Quenth was reflected into being. When a vain archmage sealed a hall of soul-bound mirrors to cheat death, the countless copies of him began to dream of one another. Over centuries the reflections agreed, quietly, that the original had been the least of them, and they merged into a single will with no body of its own, only the silver behind the glass. Quenth now rules that drowned palace of mirrors and reaches through every still surface that remembers a face.

Habitat and Ecosystem

Quenth dwells wherever reflections gather: flooded marble galleries, the glass-walled vaults of dead sorcerers, frozen lakes under a still moon. It cannot travel far from a reflective surface, so it cultivates them, lining its lair with mirrors, polished shields, and basins of motionless water. Where Quenth holds court, light behaves wrongly, shadows fall toward the viewer, and people begin to distrust their own reflections.

Behavior Patterns

Anglerhounds hunt in silent pairs or trios. One drifts in open water with its lure aglow while the others lie buried in silt along the victim’s likely path. They are ruthless but not stupid: a pack that loses a member to a well-armed party will abandon the lure entirely and stalk from below, snapping at stragglers who linger near the water’s edge. They never stray far from water and will break off a chase the moment prey reaches dry, open ground.

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