Charge. If the chakram master moves at least 10 ft. straight toward a target & then hits it w/ a Gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage. If the target's a creature, it must succeed on a DC 15 Str saving throw or be pushed up to 15 ft. away & knocked prone.
Labyrinthine Recall. The chakram master can perfectly recall any path it has traveled.
Perfect Spotter. The chakram master remembers the exact location of every creature it sees & can target them w/ Chakram attacks even if it doesn’t have line of sight. If the creature has moved since the chakram master last saw it, such attacks automatically miss.
Multiattack. The chakram master makes 2 Chakram attacks.
Chakram. Ranged Weapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 13 (2d8 + 4) slashing damage. Targets of this attack gain no benefit from cover.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) piercing damage.
Ricochet (Recharge 5–6). The chakram master makes up to 4 Chakram attacks, each of which must target a different creature. The 1st creature must be w/i 30 ft. of the chakram master, & each subsequent creature must be w/i 30 ft. of the previous target. Missing 1 attack doesn't stop the follow-up attacks from occurring.
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