Enchanting Presence. Each creature that starts its turn within 60 feet of the aspect must make a DC 24 Wisdom saving throw. On a failed save, the creature is charmed by the aspect for 1 minute. On a successful save, the creature is immune to the aspects Enchanting Flourish for 24 hours.
Whenever the aspect deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
Fey Resilience. The aspect has advantage on saving throws against spells and other magical effects. Additionally magic can’t put the aspect to sleep.
Legendary Resistance (3/day). If the aspect fails a saving throw, he can choose to succeed instead.
Multiattack. The aspect makes four Sahandrian or Amlath'hana attacks. He can replace one attack with a use of Spellcasting.
Sahandrian (Longsword). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) force damage, or 11 (1d10 + 6) force damage if used with two hands, plus 19 (3d12) psychic damage.
Amlath'hana (Longbow). Ranged Weapon Attack: +17 to hit, range 600 ft., one target. Hit: 13 (1d8 + 9) force damage plus 10 (3d6) radiant damage.
Spellcasting. The aspect casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):
At will: bestow curse, detect thoughts, fly, hold person, mage armor, mirror image, plane shift (self only)
3/day each: chain lightning, prismatic spray
1/day each: power word stun, time stop
Fey Step (Recharge 4–6). The aspect teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Summon Elemental (1/day). The aspect magically conjures an air elemental, an earth elemental, a fire elemental, or a water elemental (all appear in the Monster Manual). The elemental appears in an unoccupied space within 60 feet of the aspect, who it obeys. It takes it's turn after the aspect. It lasts for one hour, until it or the aspect dies or until the aspect dismisses it as a bonus action.
The aspect can take one reaction on every turn in combat.
Parry. The aspect adds 8 to his AC against one melee weapon attack that would hit him. To do so, the aspect must see the attacker and be wielding a melee weapon.
The aspect 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 aspect regains spent legendary actions at the start of his turn.
Attack. The aspect makes one Sahandrian or Amlath'hana attack.
Move. The aspect moves without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions). The aspect uses Spellcasting.
Previous Versions
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6/18/2022 7:28:14 AM
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1.0
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6/18/2022 6:13:39 PM
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6/25/2022 6:41:19 AM
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52
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3.0
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Coming Soon
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