Shadow Awakening (Recharges after a Short or Long Rest). If the Aspect of Cyric would be reduced to 0 hit points, its current hit point total instead resets to 300 hit points, it recharges its Invoke Duplicity, and it regains any expended uses of Legendary Resistance. Additionally, the Aspect of Cyric can now use its Mass Panic action during the next hour.
Innate Spellcasting. The Aspect of Cyric’s innate spellcasting ability is Charisma (spell save DC 27, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater invisibility, pass without trace, hypnotic pattern, vicious mockery, command sleep (9th-level-version)
3/day each: dominate person, hold monster, mental prison, finger of death, mirage arcane, power word pain, plane shift (self only)
1/day each: feeblemind, power word stun, illusory dragon, power word kill
Legendary Resistance (3/Day). If the Aspect of Cyric fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Aspect of Cyric has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Aspect of Cyric’s weapon attacks are magical.
Multiattack. The Aspect of Cyric makes three Longsword attacks, one of which can be replaced by Maddening Touch, Spellcasting or Invoke Duplicity if available.
Longsword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 37 (6d8 + 10) slashing damage. If the target is a creature, it must succeed on a DC 20 Wisdom saving throw or be under the effect of a confusion spell until the end of the Aspect of Cyric’s next turn.
Maddening Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 37 (6d10) psychic damage. If the target takes damage this way, it must make a DC 27 Wisdom saving throw or be affected by the effects of a feeblemind spell until the end of its next turn.
Invoke Duplicity (Recharge 5–6).
The Aspect of Cyric creates 4 perfect illusions of itself that last for 1 minute or until it loses concentration (as if it were concentrating on a spell) The illuisions appear in an unoccupied space that it can see within 30 feet of it. As a bonus action you can move each of the illusions up to 30 feet.
For the duration, it can cast spells as though it was in the illusion's space, but it must use its own senses. Additionally, when both it and its illusion are within 5 feet of a creature that can see the illusion, it has advantage on attack rolls against that creature, given how distracting the illusion is to the target.
If a creature targets the illusion with an attack or harmful spell, the creature takes 30 psychic damage.
Mass Panic. (Shadow Awakening only; Recharges after short and long rest)
Each creature within 120 feet of the Aspects choice must make a DC 25 Charisma saving throw or be overwhelmed be a feeling of panic and despair for 1 minute. During this time, a creature can't attack or target any creature with harmful abilities, spells, or other magical effects. An affected creature can make a Charisma saving throw at the end of each of its turns, ending the effect on a success.
Cloak of Shadows. The Aspect of Cyric becomes invisible until the end of its next turn. It becomes visible if it attacks or casts a spell.
Illusory Game. The Aspect of Cyric can switch places with one of its illusory duplicates.
The Aspect of Cyric can take up to three reactions per round but only one per turn.
Blasphemous Counterspell. The Aspect of Cyric utters a blasphemous word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, the Aspect makes an Charisma check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails.
Parry. The Aspect adds 6 to its AC against one melee attack that would hit it. To do so, the Aspect must see the attacker and be wielding a melee weapon.
The Aspect of Cyric 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 empyrean regains spent legendary actions at the start of its turn.
Attack. The Aspect of Cyric makes one attack.
Cast Spell. The Aspect of Cyric uses its Innate Spellcasting feature.
Wave of despair (Costs 2 Actions). The Aspect of Cyric unleashes a wave of dark energy. All other creatures within 60 feet of the Aspect must succeed on a DC 25 Charisma saving throw or have disadvantage on all attack rolls, ability checks and saving throws until the end of the aspects next turn.
If the Aspect of Cyric's shadow Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Shadow Spear. Melee or Ranged Spell Attack: +19 to hit, reach 5 ft. or range 120 ft., one target. Hit: 43 (6d10 + 10) necrotic damage.
Illusory Prison. (2 Actions). The Aspect forces one target to make a DC 25 Intelligence saving throw. On a failed save, the target gets one level of exhaustion as it is enclosed in painful memories. Its speed is 0 and the target is incapacitated until the end of its next turn.
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