Special Equipment. Ciri wields a longsword+1.
Evasion. If Ciri is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Ciri instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting. Ciri's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Multiattack. Ciri makes two attacks witch her longsword+1.
Longsword + 1. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands; and 8(1d6+5) force damage.
Parry. Ciri adds +2 to its AC against one melee attack that would hit it. To do so, Ciri must see the attacker and be wielding a melee weapon.
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The monster regains spent legendary actions at the start of its turn.
Teleport. Ciri magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Attack (Cost 2 Actions). Ciri makes two attacks with her longsword+1.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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11/25/2020 9:02:37 AM
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9
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1
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1.5
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Coming Soon
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11/25/2020 9:04:19 AM
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9
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1
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1.6
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Coming Soon
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