Medium Elemental, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 100 (10d8)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
18 (+4)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws CON +4, INT +7
Skills Arcana +6, Deception +5, Perception +4, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses Tremorsense 120 ft., Passive Perception 14
Languages Elvish, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

40 Thieves. Cassim starts combat with 40 "Thief" stacks. Cassim may spend stacks of Thief to activate special abilities that would normally be limited to actions, bonus actions, or legendary actions, as reactions instead. Cassim regains spent stacks of Thief at the end of the round, with the number being gained resulting from a 1d8+2. Cassim also starts combat with 4 Thieves summoned to their side

Thief Technique: Dogpile. After hitting and damaging a target with a melee attack, Cassim may spend up to 3 stacks of Thief to deal 1d6 magical piercing damage to the target per stack spent

Body of Sand. Cassim has advantage against grapple checks and can squeeze through openings as small as 1 inch

Spellcasting. Cassim is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Cassim has the following wizard spells prepared:

Cantrips (at will): Lightning Lure, Mold Earth, Thunderclap

1st level (4 slots): Earth Tremor, Fog Cloud, Witch Bolt, Tasha's Hideous Laughter

2nd level (3 slots): Blindness/Deafness, Dust Devil, Maximilian's Earthen Grasp

3rd level (3 slots): Ashardalon's Stride, Lightning Bolt, Wall of Sand

4th level (3 slots): Black Tentacles, Storm Sphere

5th level (2 slots): Telekinesis, Bigby's Hand

 

Actions

Multiattack. Cassim attacks twice with its shortsword.

Shortsword+1. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage plus 10 (3d6) lightning damage

Bonus Actions

Cunning Action. On each of its turns, Cassim can use a bonus action to take the Dash or Disengage action

Reactions

Cassim can use 3 reactions per round, but only 1 of them can be used for opportunity attacks

Thief Technique: Switch. Cassim spends Thief stacks equal to the current total of allies on the field to swap places with 1 ally within 60ft

Thief Technique: Sand Trick. Cassim spends Thief stacks equal to the level of a spell that they wish to cast with cantrips and first level spells both using 1 stack. The spell that is selected must have a casting time of 1 action. If Cassim has no allies, the Thief cost is doubled

Thief Technique: Body Double. Cassim spends Thief stacks to reduce an incoming source of damage from an attack by a creature within 5ft. The amount of damage reduction is based on 1d6 per Thief stack spent, with a maximum of 5 stacks being spent per activation of this ability

 

Legendary Actions

This creature has 2 uses of legendary resistance

1- Thief Technique: Trap. Cassim spends 1 Thief stack to place a trap on an unoccupied tile. This trap activates when an enemy steps on it, launching sand over them and forcing them to make a DC 12 Strength saving throw against being grappled. While the trap can only be removed if disarmed, dispelled, or triggered, the grapple effect only lasts until the end of Cassims next turn

2- Thief Technique: Sacrifice. Cassim kills 1 ally on the field to replenish 1d4+1 Thief stacks

3- Thief Technique: Replenish. Cassim spends Thief stacks equal double the number of allies on the field to respawn and replenish the HP and reactions of all allies

Habitat: Underdark

SadBoySupreme

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