Mirror SeerCreature 9
Source Pathfinder NPC Core
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
AC 27; Fort +14; Reflex +17; Will +20;
HP 140
Speed 25 feet
Dagger
+19 (+15, +11) to hit (agile, magical, versatile s) 1d4+8 PiercingDagger
+19 (+15, +11) to hit (agile, magical, thrown 10, versatile s) 1d4+8 PiercingStaff
+19 (+14, +9) to hit (magical, two hand d8) 2d4+8 BludgeoningFist
+18 (+14, +10) to hit (agile, nonlethal, unarmed) 1d4+8 BludgeoningLooking 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.

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.
A Fairer Face
(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
(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.
Occult Spontaneous Spells (DC 29, +21 to hit)
Cantrips (5th Level): Daze, Figment, Prestidigitation, Telekinetic Projectile, Void Warp
1st Level (3 slots): Alarm, Fear, Illusory Disguise (Self Only), Item Facade
2nd Level (3 slots): Invisibility, Revealing Light, Status
3rd Level (3 slots): Clairaudience, Hypnotize, Locate
4th Level (3 slots): Clairvoyance, Detect Scrying, Peaceful Bubble
5th Level (2 slots): Illusory Scene, Shadow Blast
6th Level: Scrying
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.
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.