Legendary Resistance (1x). If Cassandra fails a saving throw, it can choose to succeed instead.
Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. Cassandra knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. Cassandra can have only one such quarry at a time. Cassandra also always knows the location of its master.
Telepathic Hub. Cassandra can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time.
Spellcasting. Cassandra is a 14th level spellcaster. Its spellcasting ability is Carisma (spell save DC 17, +9 to hit with spell attacks). Cassandra has the following spells prepared:
Cantrips (at will): Mage Hand, Mending, Ilusão Menor, Vicious Mockery.
1st level (4 slots): Sleep, Cure Wounds, Disguise Self, Shield.
2nd level (3 slots): Crown of Madness, Invisibility, Suggestion, Misty Step.
3rd level (3 slots): Nondetection, Sending, Tongues, Fly.
4th level (3 slots): Compulsion, Polymorph, Freedom of Movement.
5th level (2 slots): Dominate Person, Greater Restoration, Synaptic Static.
6th level (1 slot): Mental Prison.
7th level (1 slot): Project Image.
Tremorsense. Cassandra has a necklace that gives her the capacity of sense creatures and movement on the air or ground by the tremor it causes. A creature using this necklace can´t be surprised.
Sense Thoughts. Cassandra targets a creature with which it has a psychic link. She gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). Cassandra can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If Cassandra succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
Tentacle. Cassandra tries to manipulate one target mind, The target must succeed on a DC: 17 Wisdom saving throw or take 4d8 psychic damage, and is grappled until the end of his next turn or until another creature shakes it to perceive the illusion. A creature that succeeds on this save is immune to this effect for 24h.
Release Magic. Cassandra uses a spell obtained with her Magical Ego.
Magical Ego. Cassandra can use it´s reaction to use her magical, that absorbs one spell casted in 60ft, which Cassandra can use as if she had cast it as a bonus action on her next turn.
Evade (Costs 1 Actions). Cassandra can use it´s action to move up to half her speed withou provoking oportunity attacks.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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