Libris Monstrum: Manifestation of Hubris
A large orange-tinted mirror with a bird-like frame struts around forcing everyone to see vain reflections of themselves.
MANIFESTATION OF HUBRIS
Large thumogeny, neutral evil
Armor Class. 13
Hit Points. 98 (22d10-22)
Speed. 30 ft., fly 30 ft.
|11 (+0)||16 (+3)||9 (-1)||11 (+0)||14 (+2)||18 (+4)|
Saving Throws. Cha +6
Skills. Insight +4, Perception +4
Damage Resistances. Necrotic, poison, psychic; bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities. Frightened, petrification, poisoned, stunned
Senses. Blindsense 120 ft, passive Perception 14
Challenge. 3 (700 xp)
Image of Vanity. Creatures that can see the manifestation see the magical reflections of success and greatness that lie within the mirrored surface. Any creature within a 60 foot cone from the manifestation’s mirrored face that can see it must make a DC 15 Charisma saving throw or be charmed by the manifestation. While charmed, creatures cannot attack the manifestation of hubris and must make a Charisma saving throw to act normally on their turn, otherwise they move closer to the manifestation to get a better look at themselves. In addition, creatures that attempt to leave the area of influence must make a seperate Charisma saving throw to do so. Creatures that succeed their initial saving throw or manage to leave the area are immune to this ability for 24 hours.
Stop Hitting Yourself. Whenever a creature attacks the manifestation of hubris their is a chance that the damage is reflected back at the attacker. If an attack its the manifestation, the attacker must roll d100 to see who the damage is sealt to. For attackers uneffected by Image of Vanity, rolls between 1 and 30 indicate that the attacker deals damage to themselves. For those influenced by the manifesatation, rolls between 1 and 60 indicate that the attacker deals damage to themselves. Any additional effects from the attack are also directed to the attacker is damage is reflected.
This ability only influences attacks, including ranged and spell attacks. Abilities and spells requiring a saving throw to be made by the manifestation do are not influenced by this ability.
Multiattack. The manifestation of hubris makes two attacks, one kick and one dealing with competition.
Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.
Dealing With Competition. The manifestation forces a creature charmed by it to move up to its speed and use a weapon attack against a target of the manifestation’s choice. If the charmed creature does not have a weapon in hand and cannot draw one, it makes an unarmed attack instead. Monsters and NPCs influenced by this are treated similarly with the exception of those without weapon attacks who will instead use their basic attack action using their first listed attack (such as bite or claws). The manifestation will never move a charmed creature outside its area of influence, instead turning its own facing direction or forgoing this action if necessary.
The thumogeny are creatures created from the will and emotion of sentient beings. These strange creatures exist on a continuum somewhere between the likes of devils or angels and elementals, pure feeling given form. Manifestations are some of the most basic of these, pulled magically through significant events or the will of a powerful mage, wrecking unchecked chaos in the wake of unfettered emotion.
A manifestation of hubris is the living embodiment of vanity and arrogance. Orange in color, these tall bird-framed mirrors walk up to people and reveal reflections of pure ego to the viewer. In their growing pride and continued viewing the manifestation feeds not caring as individuals become so obsessed with themselves and perceived successes that they eventually die from thirst or exposure. These thumogeny are often summoned or created to act as a trap for would-be thieves who can be found and dealt with later.
Another entry in some of the Luxarrahn mythos and the resultant creatures that exist, this manifestation is meant to represent the color orange (obviously). This represents the duality of confidence and hubris with the mirror meant to reflect the prideful, vain side of individuals. I almost went with wisdom saves for the abilities but thought charisma, as a force of will and personality fit better. Whether you play an already vain character or a humble one a high charisma bonus (and potential subsequent save) equates to self-awareness and worth, lacking any need to look into the mirror.
The other abilities represent the self-destruction that can be made possible by arrogance. Stop hitting yourself has only a chance of hurting you, increasing if you are currently influenced by the prideful magical images. I figure a 100% chance, even for the charmed, as too much and began to stray away from the implications that some confidence can be good, but also made it quite more difficult to deal with this creature. Perhaps a stronger version would exert such influence. Dealing with competition is a way for the fairly weak creature to get in some extra damage while also manipulating the battlefield in its favor as needed. On top of that it takes notes of the over-competitive attitude that vainity can bring out of some, needing to reinforce those feelings for their own sake.