Two Weapon Fighting. Chartreuse can add its ability modifier to the damage of its second attack.
Manifest selves. Chartreuse can use a bonus action to magically manifest an illusion of itself in an unoccupied space it can see within 15 feet. This illusion is a magical, translucent, gray image of that lasts until it is destroyed, until Chartreuse dismisses it as a bonus action, until Chartreuse manifests another echo, or until Chartreuse is incapacitated.
Each illusion has AC 16, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses Chartreuse's saving throw bonus for the roll. On Chartreuse's turn, it can mentally command the illusion to teleport up to 30 feet in any direction (no action required). If an illusion is ever more than 30 feet from Chartreuse at the end of its turn, it is destroyed.
- As a bonus action, Chartreuse can teleport, magically swapping places with an illusion at a cost of 15 feet of its movement, regardless of the distance between the illusion and Chartreuse.
- When Chartreuse takes the Attack action on its turn, any attack it makes with that action can originate from its space or the illusion's space. Chartreuse makes this choice for each attack.
- When a creature that Chartreuse can see within 5 feet of an illusion moves at least 5 feet away from it, Chartreuse can use its reaction to make an opportunity attack against that creature as if it were in the illusion's space.
Fractured Mind. Chartreuse can manifest two illusions of itself instead of one. These illusions take on the form and personalities of the two Quori spirits inhabiting its body.
Unleash Chaos. Whenever Chartreuse takes the Attack action, it can make one additional melee attack from an illusion's position.
Limited Magic Immunity. Chartreuse can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Innate Spellcasting. Charteuse's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, mage hand, minor illusion
3/day each: charm person, detect magic, invisibility, major image, suggestion
Multiattack. Chartreuse makes two attacks with its daggers
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Piercing damage. The creature must make a wisdom save (DC 18) or gain one stack of psychic corrosion.
Psychic Corrosion. At the beginning of its turn, a creature under of the effect of psychic corrosion must make a wisdom save (DC 16) or take 1d6 psychic damage for each stack of psychic corrosion it has. On a successful save, all stacks of psychic corrosion are removed.
Self Preservation. If Chartreuse would be hit, as a reaction it can teleport, magically swapping places with an illusion. The illusion is destroyed, and Chartreuse must make a wisdom saving throw (DC 16) or take 1d6 psychic damage.
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