Alien Mind. If a creature tries to read Cassandra's thoughts or deals psychic damage to it, that creature must succeed on a DC22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Cassandra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.
Magic Resistance. Cassandra has advantage on saving throws against spells and other magical effects.
Multiattack. Cassandra makes two attacks with its claws and uses its Eye Ray once.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Eye Ray. Cassandra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it: ( roll a d4 to determine which ray)
- Psyche-Reconstruction Ray. The target must make a DC: 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Cassandra 's control and acts immediately after Cassandra in the initiative order. The target can't be returned to its original form by any means short of a wish spell.
- Domination Ray. The target must succeed on a DC: 22 Wisdom saving throw or be charmed by Cassandra for 1 minute or until the target takes damage. Cassandra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.
- Mind-Weakening Ray. The target must succeed on a DC: 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC: 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Cassandra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Reality Marble: Cassandra rips the bonds of reality in her immediate area. All creatures within 120ft are pulled into a hellish, crumbling city and must suceed a DC 22 Consitution saving throw or take 19 (3d12) psychic damage and gain one level of exhaustion.
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Description
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Lair and Lair Actions
When transported to the hellish, crumbling city dreamscape of the Reality Marble , Cassandra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Cassandra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:
- An eye opens on a solid surface within 60 feet of Cassandra. One random eye ray of Cassandra's shoots from that eye at a target of Cassandra's choice that it can see. The eye then closes and disappears.
- Cassandra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Cassandra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Cassandra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Cassandra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.
If a creature within the reality marble is reduced to half their HP, they must succeed a DC 21 Wisdom saving throw or gain a form of indefinite madness. Roll on the Madness of the Seer table to determine the nature of the madness, which takes the form of a character flaw that lasts until cured with a greater restoration spell.
Madness of the Seer
D6 Flaw
1 "I constantly see shapes moving in the shadows."
2 "I perceive the modern world to be full of hideous monsters."
3 "Someone is watching everything I do."
4 "When I close my eyes, I see my past misdeeds."
5 "I don't trust my sight. I have no idea what is real and what is a hallucination."
6 "Someone is watching the world through my eyes. To thwart them, I keep my eyes closed or covered."