🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Mirror SeerCreature 9


RareMediumHumanHumanoid
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 One Action +19 (+15, +11) to hit (agile, magical, versatile s) 1d4+8 Piercing
Dagger One Action +19 (+15, +11) to hit (agile, magical, thrown 10, versatile s) 1d4+8 Piercing
Staff One Action +19 (+14, +9) to hit (magical, two hand d8) 2d4+8 Bludgeoning
Fist One Action +18 (+14, +10) to hit (agile, nonlethal, unarmed) 1d4+8 Bludgeoning

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.

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.

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.


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

Rare

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.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.