Quenth, the Mirror Tyrant
Armor Class: 18
Hit Points: 252
Speed: 30 ft., fly 40 ft.
Saving Throws: intelligence, wisdom, charisma
Damage Resistances: Psychic
Condition Immunities: Charmed, Frightened
Senses: darkvision 120 ft., truesight 60 ft., passive Perception 19
Languages: Common, Deep Speech, Undercommon
Challenge: sixteen
STR 12 (+1)
DEX 18 (+4)
CON 20 (+5)
INT 22 (+6)
WIS 18 (+4)
CHA 24 (+7)
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. 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. 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
- Detect. The creature makes a Wisdom (Perception) check.
- Mind Blast. 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.
- Psychic Crush. 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.