Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form.
Weapon Bond. she can't be disarmed of the weapon unless she was incapacitated or dies, and she can summon it without using action to her hand (if it's on the same plane of existence). She can has up to 7 bonded weapons.
Adaptable caster. Cirila has advantage on CON saving throws that she makes to maintain her concentration on a spell when she takes damage. she can perform the somatic components of spells even when she has weapons or a anythings else in one or her both hands.
Innate Spellcasting. Cirila's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components :
At will: alter self, gust, detect evil and good, crown of madness, darkness, invisibility (self only), erupting earth, phantasmal killer
Legendary Resistance (3/Day). If Cirila fails a saving throw, she can choose to succeed instead.
Magic Resistance. Cirila has advantage on saving throws against spells and other magical effects.
Regeneration. Cirila regains 12 hit points at the start of her turn.
Multiattack. Cirila makes four attacks with her weapons that she held. She can substitute Teleport for two of her attacks
Halberd. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5 slashing damage.
Spear. Melee or Ranged Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 19 (4d6 + 5) piercing damage, or 26 (4d8 + 5) piercing damage if used with two hands to make a melee attack.
Longsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 5 slashing damage, or 27 (4d10 + 5) piercing damage if used with two hands to make a melee attack.
Etherealness. Cirila magically enters the Ethereal Plane from the Material Plane, or vice versa.
Teleport. Cirila magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Cirila 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. Cirila regains spent legendary actions at the start of its turn.
Detect. Cirila makes a Wisdom (Perception) check.
Teleport. Cirila uses her Teleport action.
Maelstrom of the star. (Costs 2 Actions). Cirila creates a nebula sphere. Each creature in 12-foot radius of its must make a DC 20 Dexterity saving throw, taking 21 (2d10+10) force damage on a failed save, or half as much damage on a successful one.
Comments