Legendary Resistance (3/Day). If Castle fails a saving throw, he can choose to succeed instead.
Magic Resistance. Castle has advantage on saving throws against spells and other magical effects.
Aura of Protection. While Castle is conscious, he and friendly creatures within 10 feet of him have a +3 bonus to saving throws.
Reflective Carapace. Any time Castle is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Castle is unaffected. On a 6, Castle is unaffected, and the effect is reflected back at the caster as though it originated from Castle, turning the caster into the target.
Shadow Smite (1/Turn). Castle deals an extra 49 (14d6) radiant or necrotic damage (his choice) when he hits a target with a weapon attack and he doesn’t have disadvantage on the attack roll.
Multiattack. Castle can use its His Presence. He then makes five attacks: one with its Strike, three with its Slash and one with his Fog lash. he can use its Misty Wreath instead of his Strike.
Strike . Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Castle can’t Strike another target.
Slash. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Fog Lash. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Frightful Presence. Each creature of Castle's choice within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Castle is within line of sight, 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 Castle's Frightful Presence for the next 24 hours.
Misty Wreath (Recharge 5–6) Castle exhales platinum fog in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 66(12d10) radiant damage on a failed save, or half as much damage on a successful one.
Touch of Life and Death (Recharges after a Short or Long Rest). Castle touches a creature within 5 feet of him, and chooses to either heal or harm that creature, restoring 75 (10d10) hit points or dealing 75 (10d10) necrotic damage. If the creature is an unwilling target, it can avoid either effect with a successful DC 20 Dexterity saving throw.
Negate Spell. Castle tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Castle makes a Charisma check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.
Castle 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. Castle regains spent legendary actions at the start of his turn.
Attack. Castle makes one Slash.
Move. Castle moves up to half his speed.
Strike (Costs 2 Actions). Castle makes one Strike attack or uses its Misty Wreath.
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