Amphibious. The krasis can breathe air and water.
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
Magic Resistance. The krasis has advantage on saving throws against spells and other magical effects.
Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray, fire bolt
1st level (4 slots): color spray,* disguise self,* mage armor, magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*
*Illusion spell of 1st level or higher
Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.
Multiattack. The krasis casts two spells: one cantrip and one leveled spell.
Hypnotic Display (Recharge 5–6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 14) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
-
View User Profile
-
Send Message
Posted Mar 9, 2021First