Shadow Resilience (Recharges after a Short or Long Rest). If Celestial Moon would be reduced to 0 hit points, her current hit point total instead resets to 1000 hit points, she recharges her Underworld Deviation, and she regains any expended uses of Legendary Resistance. Additionally, Celestial Moon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Celestial Moon after her Shadow Resilience activates.
Divine Weapons. Celestial Moon's weapon attacks are magical. When Celestial Moon hits with any weapon, the weapon deals an additional 6d8 necrotic damage (included in the attack).
Freedom of Movement. Celestial Moon ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. Celestial Moon can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Shadow of Death. Whenever Celestial Moon heals a creature, she binds a shadow to their life force for 30 hours. During that time, the bound creature cannot die and cannot be reduced below 1 hit point. Celestial Moon can remove this at any point during the 30 hours.
Shadow Step. Celestial Moon's connection to the Shadows allows her to step through the darkness, transporting herself, any equipment she is carrying, and any creature she desires to a location of her choice.
Legendary Resistance (5/Day). If Celestial Moon fails a saving throw, she can choose to succeed instead.
Spellcasting. Celestial Moon's spellcasting ability is Charisma (spell save DC 50, +36 to hit with spell attacks). Gezaris can innately cast the following spells, requiring no material components:
At will: Chill Touch, Mind Sliver, Sapping Sting, Thunderclap, Toll the Dead, Chromatic Orb, Dissonant Whispers, Inflict Wounds, Thunderwave
3/Day Each: Mind Spike, Shatter, Tasha's Mind Whip, Wither and Bloom, Life Transference, Sickening Radiance, Spirit Shroud, Thunder Step, Enervation, Negative Energy Flood,
2/Day Each: Harm, Finger of Death, Feeblemind, Maddening Darkness, Psychic Scream, Time Ravage,
1/Day Each: Healing Word, Power Word Heal, True Resurrection, Wish
Multiattack. Celestial Moon can make 6 melee attacks and 2 at will spell attacks or 1 other spell attack and has use of Sneak Attack
Teleport. Celestial Moon can call on the shadows from Shadowfell and the Feywild and use them to teleport herself and any other creature she chooses, no matter the distance, to any location on any plane of existance. The cost of this ability, the first creature she sees when she opens her eyes is hit with a Soul Destruction attack.
Dark Claw. Melee Weapon Attack: +28 to hit, reach 5 ft., 1 target. Hit: (2d10 + 10) slashing damage and (6d8) necrotic damage.
Shadow Slayer. Melee Weapon Attack: +28 to hit, reach 5 ft., 1 target. Hit: (2d10 + 10) slashing damage and (6d8) necrotic damage.
Splinters of Darkness. Ranged Weapon Attack: +28 to hit, reach 600 ft., 1 target. Hit: (4d10 + 10) slashing damage and (6d8) necrotic damage.
Underworld Deviation (Recharge 4/6). When Celestial Moon hits a creature with an attack, the creature must succeed on a DC 30 Wisdom saving throw or take (10d10) psychic damage. At the end of the round, the creature reappears in the space it vacated or the nearest unoccupied space.
Soul Destruction. Reach 600 ft., 1 target in sight. Hit: The first creature Celestial Moon sees when she opens her eyes after using her Teleport ability is hit with rays of pure darkness from her eyes and takes (20d20 + 300) necrotic damage.
Echo. Celestial Moon can create 2 echoes of herself (AC 20, HP 400). Each echo can make one Dark Claw attack. When an echo dies, Celestial Moon gains 100 temporary hit points.
Fade. Celestial Moon can fade into the shadows at the end of her turn, becoming invisible.
Don't go alone. When Celestial Moon uses her Sneak Attack, she can target a second creature within 30ft of the first. The second creature takes necrotic damage equal to the Sneak Attack roll.
Sneak Attack. The first attack from Celestial Moon each round also has Sneak Attack. The target takes (10d6) sneak attack damage.
Celestial Moon can take 6 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. Celestial Moon regains spent legendary actions at the start of his turn.
Shadow Absorbtion. Celestial Moon draws in all shadows in the surrounding 200ft radius, and sends out a concentrated blast of shadow energy against one creature. The creature must make a DC 30 Wisdom saving throw or take (12d10) psychic damage and be incapacitated.
The Cat's Cry. Celestial Moon emits a primal cry and effects all creatures that can hear her. All creatures must make a DC 30 Constitution saving throw or take (10d8) psychic damage.
Attack. Celestial Moon can make 1 melee attack.
Quickened Spell. Celestial Moon uses 1 at will spell.
If Celestial Moon's Shadow Resilience trait has been activated in the last hour, she can use the options below as legendary actions.
Flare of Darkness (Costs 2 Actions). The air around Celestial Moon becomes murky with shadows and they flare out in all directions. Each creature in a 60ft radius around Celestial Moon must succeed on a DC 30 Dexterity saving throw or take (10d8) psychic damage.
Shattering Roar (Costs 2 Actions). Celestial Moon unleashes a divine roar. Each creature in a 300ft radius around Celestial Moon must succeed on a DC 30 Constitution saving throw or take (4d12) thunder damage.
Shadow Shift (Costs 6 Actions). Celestial Moon harnesses all the shadows in a 500ft radius, swirling into a dark tornado. When the shadows clear, Celestial Moon has transported all creatures in that radius to the outskirts of Shadowfell. Each creature must succeed on a DC 30 Wisdom saving throw or lose themselves to the depression of Shadowfell and begin to wander aimlessly.
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