Vessel of Primordial Will: Darcy is protected from domination and charms and cannot be discovered through Scrying. Darcy shares these abilities with the one she is bound to.
Spectral Form: Darcy's body is insubstantial in nature, allowing her immunity to all damage, magical or physical. However, if Darcy is damaged with radiant damage she immediately vanishes and returns to her master.
Psychic Fangs: Darcy bites the target with fangs imbued with powerful, psychic energy. +7 to hit, reach 5 feet, one target. Hit: 1d6+2 piercing and psychic damage and the target must make a Wisdom Saving Throw (DC 16) or have disadvantage to their attack rolls. A save can be made at the end of each of the target's turns.
Bewitching Bolt: Darcy fires a sinister ray that confuses the target. The target must make a Charisma Saving Throw (DC 14) or become confused. While confused, the target must use their action on each of their turns to roll a D20. On a result of 10 or lower, the target must deal damage to themselves equal to their standard melee attack, on an 11 or higher the target attacks the creature nearest to them with their standard melee attack. A target may make a save against this effect at the end of their turn. Once the target saves from this effect they cannot be affected by it again for 24 hours.
Unseen Aid: While Darcy is on the battlefield, she can help protect her master in the heat of combat. When her master is targeted by a melee attack that Darcy can see coming, she may use her reaction to add 1d4 to her master's AC. Alternatively, Darcy can aid her master in delivering a more refined attack, adding a 1d6 to her master's next attack and damage roll, this added damage is Force damage.
Description
Darcy is a small feline-like creature that was created by an outer deity known as the Primeval Current. She is currently bound to a knight named Auron Tarvis who wields gravity magic granted to him by the same being, the Primeval Current.
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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