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.
Legendary Luck. If Chara has advantage, she instead rolls 3 dice and chooses the highest.
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, including position but with the exception of her uses of this ability which stay the same. She cannot load saves that are longer than 1 minute from the present.
Advantageous. She cannot make rolls with disadvantage.
Modified Ability Scores. Chara has Strength of 40.
Siege Monster. Chara deals double damage to objects and structures.
True Dodge. Whenever Chara succeeded on a saving throw, if she would take any effect from the save she can choose to not.
Cheat Engine (3/Day). Chara can cast wish as a bonus action.
Red Death. Chara exists in all planes at once and can attack creatures in any plane. In addition, she is immune to the planner effects of existing in all planes.
Locked In. Chara has 3 reactions which regenerate at the start of each turn.
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. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 15 (4d4 + 15) slashing damage.
Red Knife. Ranged Weapon Attack: +24 to hit, reach 240 ft., one target. Hit: 17 (2d10+15) slashing damage.
Glitched Knife. Ranged Weapon Attack: +24 to hit, reach 240 ft., one target. Hit: 17 (2d100) true damage.
Knife Storm (Recharge 5–6). Chara sends a storm of knifes in a 60ft radius centered around her. Each creature in that area must make a DC 27 Dexterity saving throw, taking 250 (100d4) piercing damage on a failed save, or half as much damage on a successful one.
Tar Spit. Chara spits tar from her eyes at a target within reach 240 ft., one target. If the target is a creature, the must make a DC 27 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 240 ft. other than Chara or itself to take 10d10 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 dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 27 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 dragon’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 +9 to her AC for that attack, potentially causing the attack to miss.
Search. Chara uses the search action.
Chara can take 8 legendary actions, choosing from the options below. Only one legendary action option can be used per turn and only at the end of another creature's turn. The Chara 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 34 attacks: 30 with her knife, 2 glitched knife attacks and two of her legendary actions.
Adrenaline. Whenever Chara becomes mythical, she gains this ability. Charas movement speed is doubled, the lunge restriction is reduced to once per turn, Tar spit can be used 2 times at once and she takes 10d10 true damage per round.
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