Legendary Resistance (8/Day). If Chara fails a saving throw, it can choose to succeed instead.
Legendary Ability (20/Day). If Chara fails a d20 roll that is not a saving throw, she can choose to succeed instead.
Good Luck. If Chara has advantage, she has super advantage and she cannot make rolls with disadvantage.
Save Game. Chara can choose to save her position in time.
Load Game (3/Day). Chara can choose to reverse time on her body to the exact condition it was on her most recent save. She cannot load saves that are longer than 1 minute from the present.
Monster Slayer. Chara deals double damage to Monstrosities, beasts, and aberrations.
True Dodge. Whenever Chara succeeded on a saving throw, if she would take any effect from the spell she can choose to not.
Determined Existence. Chara exists in all planes at once and can attack creatures in multiple planes at once. In addition, she is immune to the planner effects of existing in all planes.
Mythical. Chara becomes mythical when she runs out of load charges.
Multiattack. Chara can use her Frightful Presence. It then makes 11 attacks: ten with her knife and one of her legendary actions.
Knife Barrage. Chara can use her Red Knife action 5 times.
Knife D.T. . Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (1d4 + 999) piercing
Red Knife. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 15) piercing damage.
Knife. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d4 + 15) piercing damage plus 10 (6d6) acid damage.
Knife Storm (Recharge 5–6). chara fires a Knife up to 60-feet from herself if it strikes a creature then creatures in 15 feet around it will all be slashed with knives from the knife storm. DC 27 Dexterity saving throw, taking 54 (50d4) Slashing Damage
Glitch Knife. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (2d100) piercing damage plus 10 (6d6) necrotic damage. after a target is hit roll 1d6 pick from the below list that effect will be applied to the struck target.
1- your last saving throws forces that score to be a 1
2- you are randomly teleported to another point on the map
3- you randomly fall asleep for two rounds
4- your last saving throw forces that score to be a 30
5- sets hp back to max
6- Chara reloads my "SPECIAL HELL"
Tar Spit. Chara spits tar from her eyes at a target within reach 100 ft., one target. If the target is a creature, the must make a DC 20 Charisma saving throw or be infected by hate. If a creature fails the save, the creature becomes unconscious for 1 round and must pick a creature within 100 ft. other than Chara or itself to take (5d10) necrotic damage. Chara is healed for double the sum of the necrotic damage, this damage is not able to be reduced by any means.
Frightful Presence. Each creature of the Chara's choice that is within 120 feet of chara and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Chara’s Frightful Presence for the next 24 hours.
Lunge (Once per round). Chara can jump up to 120ft away and if she lands on a creature, she can use her Mulitattack.
Defensive Duelist. If a creature hits chara with a attack, she can use her reaction to add +7 to her AC for that attack, potentially causing the attack to miss.
Chara can take 8 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 dragon regains spent legendary actions at the start of its turn.
Tar Spit. Chara uses her Tar Spit action.
Shove (Costs 2 Actions). Chara attempts to shove a creature within 15 feet of her. On a failed contested check, the target is launched back up to 60ft and is knocked prone. Chara can then move up to half its movement speed.
Demon Rush. Whenever Chara becomes mythical, she gains this ability as an action. Chara can use her Frightful Presence again, regardless if creatures have been affected by it already. It then makes 10 attacks: 7 with her knife(no D.T.), 2 glitched knife attacks and one of her legendary actions.
Adrenaline. Whenever Chara becomes mythical, she gains this ability. Charas movement speed is doubled, she is able to take 2 reactions per turn and the lunge restriction is reduced to once per turn.
SPECIAL HELL. recharges on a 3,6,9,12 on a d12 Chara makes a square hand sign and forces all targets within 100ft into a battle box. all those within the battle box take (3d20 + 10) soul fire damage that cannot be healed while special hell is active. while special hell is active all within the battle box have disadvantage with the exception of Chara. (2d4 + 1)
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