Medium Humanoid (Changeling), Typically Neutral
Armor Class 21 (glamoured armor)
Hit Points 240 (20d8 + 120)
Speed 60 ft.
STR
12 (+1)
DEX
22 (+6)
CON
22 (+6)
INT
22 (+6)
WIS
21 (+5)
CHA
14 (+2)
Saving Throws DEX +13, CON +13, INT +13, WIS +12
Skills Deception +16, Insight +19, Investigation +20, Perception +12, Persuasion +9, Sleight of Hand +13, Stealth +20
Senses Darkvision 120 ft., Passive Perception 27
Languages Common, Dwarvish, Elvish, Gnomish, Telepathy 120 ft., Thieves' Cant
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Soul of Deceit. Mytique’s thoughts can’t be read by telepathy or other means, unless she allows it. She can present false thoughts by succeeding on a Deception) check contested by the mind reader’s Insight) check. Magic that would determine if she is telling the truth indicates she is being truthful if she so chooses, and she can’t be compelled to tell the truth by magic.

Magic Resistance. Mystique has advantage on saving throws against spells and other magical effects.

Legendary Resistances (3/day). If Mystique fails a saving throw, she can choose to succeed instead.

Alert. Mystique is immune to the surprised condition. She has advantage on initiative rolls. Unseen attackers do not gain advantage as a result of being unseen by Raven.

Evasion. When Mystique is subjected to an effect that allows her to make a DEX saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Reliable Talent. Whenever Mystique makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.

Elusive. No attack roll has advantage against Mystique while she isn’t incapacitated.

Stroke of Luck. Once per encounter, if Mystique’s attack misses a target within range, she can turn the miss into a hit. Alternatively, if she fails an ability check, she can treat the d20 roll as a 20.

Spellcasting. Mystique can cast mage hand, minor illusion, prestidigitation, feather fall, silvery barbs, shield, invisibility, detect thoughts, misty step, and counterspell at will.

Actions

Sneak Attack. If Mystique makes an attack roll with advantage or an ally is within 5 ft. of his target, then Mystique may roll an additional 35 (10d6) damage. Mystique may only do this once per turn.

Multiattack. Mystique makes four attacks with her pistols, which she dual wields. These may be either normal attacks or sharpshooter attacks.

Pistol. Ranged Weapon Attack: +18 to hit, range 120 ft., one creature. Hit: 20 (3d6 + 10) radiant damage. Mystique ignores the loading property of firearms and does not suffer disadvantage for using a firearm in melee range.

Sharpshooter Pistol. Ranged Weapon Attack: +13 to hit, range 120 ft., one creature. Hit: 30 (3d6 + 20) radiant damage.

Shapechange. Mystique can change her appearance and voice. She can change her coloration, hair length, sex, height, weight, and she can change her size between Medium and Small. She can look like another race, though none of your game statistics change. Her clothing and equipment may also change appearance.

Cunning Action. Mystique can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.

Bonus Actions

Cunning Action. Mystique can take a bonus action on each of her turns to take the Dash, Disengage, or Hide action.

Telekinetic Shove. As a bonus action, Mystique can try to telekinetically shove one creature she can see within 30 ft. of her. When she does so, the target must succeed on a Strength saving throw (DC 21) or be moved 5 ft. toward or away from her. A creature can willingly fail this save.

Reactions

Uncanny Dodge. When an attacker that Mystique can see hits her with an attack, she can use her reaction to halve the attack’s damage against Her.

Fade Away. Immediately after Mystique takes damage, she can use a reaction to magically become invisible until the end of her next turn or until she attacks, deals damage, or forces someone to make a saving throw.

Misdirection. When Mystique is targeted by an attack while a creature is within 5 ft. of her, she can use her reaction to have the attack target that creature instead of her.

Legendary Actions

Mystique 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. Mystique regains spent legendary actions at the start of her turn.

Move. Mystique moves up to its speed without provoking opportunity attacks.

Pistol. Mystique makes one Pistol attack.

Telekinetic Shove. Mystique can try to telekinetically shove one creature she can see within 30 ft. of her.

Monster Tags: Shapechangerhumanoid

Habitat: Urban

Balthazar31

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