Accursed Precognition. When in close proximity to other creatures, the Oracle can see their possible existences, and nudge reality closer to one of them. This grants her the following benefits:
- Her Wisdom modifier is included in her AC.
- She cannot be surprised in combat.
- Attacks against her cannot gain advantage.
- She constantly whispers her prophecies in the minds of those nearby. When a creature starts its turn within 10 ft. of the Oracle, it must succeed on a DC 19 Intelligence saving throw or take 2d6 psychic damage.
Legendary Resistance (3/Day). If the oracle fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. The oracle's innate spellcasting ability is Wisdom (spell save 19, +11 to hit with spell attacks). The oracle can innately cast the following spells, requiring no material components:
At will: Detect Thoughts, Mind Spike, Mind Sliver(11th level)
3/day each: Arcane Eye, Locate Creature, Scrying, Gift of Alacrity, Dimension Door, Counterspell
1/day each: Contact Other Plane, Confusion, Synaptic Static, Phantasmal Killer, Temporal Shunt
Kraken God's Chosen (Mythic Trait; Recharges after a Short or Long Rest). If the oracle is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, her bronze mask falls off, revealing a face entirely covered by fish eyes. She regains 153 hit points, and instantly applies her Malefic Visions to a target within range.
Multiattack. The oracle makes two attacks with her Psychosomatic Touch or uses Psychic Orb twice.
Psychosomatic Touch. Melee Spell Attack: +11 to hit, range 5 feet, one target. Hit: 27 (5d8) psychic damage.
Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10)psychic damage.
Malefic Visions (Recharge 5–6). The oracle targets one creature within 120 feet of it that it can see. The target takes 36 (8d8) psychic damage, and it must succeed on a DC 19 Intelligence saving throw or be subject to short-term madness until the end of its next turn. Then, the effect transfers to the enemy that is closest to the first target within 30 feet, and repeats as if used initially on them. Malefic visions cannot recharge while it is affecting another creature.
Cross-Temporal Insight (3/Day). When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with advantage or disadvantage.
Mind Sliver (Costs 1 Action). The oracle casts Mind Sliver.
Phase Out (Costs 2 Actions). The oracle moves up to her speed without provoking attacks of opportunity.
Temporal Shift (Costs 3 Actions). The oracle targets one creature(including herself) within 120 feet of her that she can see. That creature must reroll initiative.
If the oracle’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Kraken God's Chosen.
Mind Shards. The oracle casts Mind Sliver on two targets within range.
Eyes of Revelation (Costs 3 Actions). The oracle locks eyes with a target she can see within 60 feet that is under the effects of Malefic Visions. The target must make a DC 19 Intelligence Saving Throw. On a failure, the creature sees every possible death in every possible life it could have had. Unable to process this information, the creature falls unconscious and gains a new flaw, as per the Indefinite Madness Table (DMG p. 261).
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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