The Second Sister
Medium aberration, chaotic evil
The Sisters' Water is named for a pair who drowned in it, and the name is wrong: there was one woman, and there was what was standing in the water looking back at her. It has been out for some time. It is not a copy of anyone in particular any more — it is whatever the last person to look at the mere was most afraid of being.
Armor Class 17 (natural armor)
Hit Points 202 (27d8 + 81)
Speed 30 ft., fly 30 ft.
- STR
- 12 (+1)
- DEX
- 18 (+4)
- CON
- 16 (+3)
- INT
- 17 (+3)
- WIS
- 15 (+2)
- CHA
- 20 (+5)
Saving Throws Cha +9, Wis +6
Skills Arcana +7, Deception +13, Perception +6
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 16
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 12
Traits
Standing Water. A creature that can see its own reflection in the Second Sister — which any creature within 30 feet of her in dim light or better can — must succeed on a DC 17 Charisma saving throw at the start of its turn or be charmed until the start of its next turn. A creature that succeeds is immune to this trait for 24 hours.
Wrong Way Round. When the Second Sister is hit by an attack she can choose to be missed instead, and the attacker is hit by its own attack. She can use this trait once, and regains it when she finishes a short or long rest.
Magic Resistance. The Second Sister has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The Second Sister makes two shard attacks.
Shard. Ranged Attack Roll: +8, range 60/120 ft. Hit: 18 (4d6 + 4) Piercing damage plus 14 (4d6) Psychic damage.
Show Them (Recharge 5–6). The Second Sister shows one creature within 60 feet what it looks like to her. The target must make a DC 17 Charisma saving throw, taking 49 (14d6) Psychic damage on a failure, or half as much on a success. A creature that fails is also frightened of itself until the end of its next turn and cannot willingly look at another creature during that time.