Relative Density. Esix can move through creatures and objects as if they were difficult terrain. It take 5 (1d10) force damage if it ends its turn inside an object.
Spellcasting. The fractal's spellcasting ability is Int (spell save DC 13)
Cantrips (at will): Dancing Lights, Mage Hand, Minor Illusion
1st level (2): Disguise Self, Invisibility, Mage Armor, Phantasmal Force, Hallucinatory Terrain
Quantum Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 1) Force damage while medium or bigger.
Augment. Esix's size increases by one category. While the fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than huge via this bonus action.
Diminish. Esix's size decreases by one category. While the fractal is Tiny, it makes attack rolls, Dexterity checks and Dexterity saving throws with advantage. The fractal can become no smaller than 1 foot in height via this bonus action.
Advance Simulacrum. When challenged to combat, Esix can create an advanced simulacrum of each creature to fight for it. The advance simulacrum is created as a perfect copy of the chosen creature, including all of their stats, abilities, and equipment, but they are loyal to Esix. Esix can only create one per creature, which remain active until dispelled or their hitpoints fall to zero. This ability is unlimited, thus Esix can create another simulacrum on his turn when one has fallen.
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