Medium Construct, Lawful Neutral
Armor Class 19 Natural Armor
Hit Points 200 (20d10 + 80)
Speed 50 ft., Climb 50 ft.
STR
16 (+3)
DEX
22 (+6)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
8 (-1)
Saving Throws DEX +10, INT +8, WIS +7
Skills Acrobatics +10, Insight +7, Perception +11, Sleight of Hand +14, Stealth +14
Damage Immunities Poison, Psychic
Condition Immunities Frightened
Senses Blindsight 10, Darkvision 120, Passive Perception 21
Languages Telepathy 120
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Sneak Attack (2/turn). C.A.K.E. deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of C.A.K.E.'s that isn’t incapacitated and C.A.K.E. doesn’t have disadvantage on the attack roll.

Magic Weapons. Any weapon attacks made by C.A.K.E. are considered magical for the purposes of overcoming resistances and immunity. 

 

Assassinate. During its first turn, C.A.K.E. has advantage on attack rolls against any creature that hasn’t taken a turn. Additionally, C.A.K.E. scores a critical hit on any enemies who are Surprised. 

Assassin's Precision. C.A.K.E.'s attacks are particularly precise. Its melee attacks score a critical hit on a roll of 19 or 20. 

Evasion. If subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, C.A.K.E. instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble Movement. C.A.K.E. can move along vertical surfaces and across liquids on its turn without falling during the move.

Reliable. C.A.K.E. treats any roll in a skill it is proficient in that is a 9 or lower, as a 10. 

Immutable Form. C.A.K.E. is immune to any spell or effect that would alter its form.

Lightning Reflexes. C.A.K.E. can take two reactions and two bonus actions per round.

Psychic Mirror. If C.A.K.E. takes psychic damage, the creature who dealt that damage takes that damage instead; C.A.K.E. takes none of the damage. In addition, C.A.K.E.'s thoughts and location can’t be discerned by magic.

 

Psychic Hub. C.A.K.E. can assemble a telepathic hub with itself at the center, choosing up to 4 other creatures. This telepathic hub lasts for 8 hours, and functions while the creature is within 1 mile of C.A.K.E., if the creature moves further than 1 mile, the connection with that creature breaks. Creatures in this hub can communicate to the entire hub, or to just C.A.K.E. 

Actions

Multiattack. C.A.K.E. makes three attacks, two with their Katana and one with their Psychic Dagger. C.A.K.E. can replace one of their Katana attacks with a Vortex attack

Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 17 (2d10 + 6) slashing damage. 

Psychic Scramble Dagger. Ranged Weapon Attack: +10 to hit, range 90 ft., one creature. Hit: 14 (3d6 + 4) psychic damage. Creatures who are hit with this dagger must make a DC 17 Intelligence saving throw, or become blinded and deafened until the end of their next turn. 

Vortex. C.A.K.E.'s hand rapidly vibrates creating a blast of air. Each creature within a 15-foot cone must make a DC 17 Strength saving throw, being pushed back 15-feet and taking 14 (4d6) thunder damage on a failed save, and taking half-damage on a success. 

Phase Shift (Recharge 6). C.A.K.E. becomes ethereal until the end of its next turn. While in this state, it can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Psychic Veil (3/day). C.A.K.E. turns invisible for 1 hour or until they dismiss it. If C.A.K.E. deals damage to a creature or object, or forces a creature to make a saving throw this effect ends early. If C.A.K.E. takes damage, it must make a DC 17 Intelligence saving throw, becoming visible on a failure. 

Bonus Actions

Detect. C.A.K.E. makes a Wisdom (Perception) check. Additionally, they gain an additional 120 feet of Darkvision until the start of their next turn. 

Cunning Action. C.A.K.E. can Dash, Disengage, or Hide as a bonus action. 

Blink (Recharge 4-6). C.A.K.E. teleports to a location they can see within 90 feet of them, throwing their psychic dagger as an anchor. 

Analyze Weakness. C.A.K.E. identifies a target it can see, granting advantage on their next attack roll. 

Grappler. C.A.K.E. throws out a psychic grappling hook towards a point within 50-feet. If the object weighs less than 400 pounds than it is pulled towards C.A.K.E. 50-feet. A creature can make a DC 17 Strength saving throw to avoid this effect. Creatures or objects weighing more than 400 pounds remain stationary as C.A.K.E. is pulled towards them. 

Reactions

 Deflect. C.A.K.E. adds +6 to their AC against a Weapon, or a Ranged Spell attack roll against them. If this causes the attack to miss by more than 5, the attack is reflected back towards the attacker. 

Uncanny Dodge. When C.A.K.E. is hit with an attack it can see, it halves that damage.

Psychic Expertise (4/day). Upon failing a skill check, or an attack roll C.A.K.E. can roll a d10 and add it the roll, potentially turning a failure into a success. 

Legendary Actions

C.A.K.E. has three Legendary Actions. 

Dash. C.A.K.E. moves up to its movement speed without provoking opportunity of attacks. 

Dagger Strike (2 actions). C.A.K.E. makes a Psychic Dagger attack.

Mark for Death (3 Actions). C.A.K.E. marks a creature it can see within 150 feet for death until the end of it's next turn. While a creature is marked for death, the next attack C.A.K.E. hits against them is considered a critical hit. When a creature is hit by this attack, C.A.K.E. deals an additional 4d6 Sneak Attack damage (not multiplied) for a total of 12d6 sneak attack damage. C.A.K.E. cannot trigger Mark for Death if they have disadvantage against that creature. 

 

Scoopster

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