Special Trait Name. Enter the description for your special trait.
Spellcasting. Cassandra is a 17th-level spellcaster. Its spellcasting ability is intelligence (spell saves DC 21, +13 to hit with spell attacks). Cassandra can innately cast the following spells requiring no material components:
At will: Detect Thoughts, Mind Sliver, Mage Hand (invisible)
3/Day: Dominate Person, Telekinesis, Invisibility
1/day Each: Power Word Kill, Psychic Scream, True Seeing
Mind Control: Cassandra can target one creature she can see within 60 feet of her. The target must succeed on a DC 21 Wisdom saving throw or be charmed by her for 1 minute. While charmed, the target is under her control and acts as she commands. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success
Multiattack: Cassandra Nova makes two psionic blast attacks and one of the rechargeable attacks.
Psionic Blast: Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 27 (5d8 + 5) psychic damage. The target must succeed on a DC 21 strength saving throw or be pushed back 15 feet.
Psychic Assault (Recharge 5–6): Cassandra Nova can unleash a wave of psychic energy in a 60-foot cone. Each creature in that area must make a DC 21 Intelligence saving throw, taking 50 (10d10) psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it is also stunned until the end of Cassandra’s next turn.
Mental Domination (Recharge 6): Cassandra targets one creature she can see within 60 feet. The target must succeed on a DC 21 Intelligence saving throw or be dominated for 1 minute. While dominated, the creature is under Cassandra’s control and acts as she commands. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Psionic Shield: Cassandra can create a psionic barrier around herself as a bonus action, granting her resistance to all damage.
Legendary Resistance (3/Day): If Cassandra Nova fails a saving throw, she can choose to succeed instead.
Psionic Defense: Cassandra Nova has advantage on saving throws against spells and other magical effects.
Legendary actions: Cassandra Nova 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. Cassandra regains spent legendary actions at the start of her turn.
Psionic Attack: Cassandra makes a Psionic Blast attack.
Mind Break (Costs 2 Actions): Cassandra targets one creature she can see within 60 feet. The target must succeed on a DC 21 Intelligence saving throw or take 22 (4d10) psychic damage and be stunned until the end of Cassandra's next turn.
Telekinetic Throw (Costs 2 Actions): Cassandra uses Telekinesis to throw a creature or object within 60 feet at another target within range. The creature must make a DC 21 Strength saving throw or take 18 (4d8) bludgeoning damage and be knocked prone
Description
Cassandra Nova is a fearsome and enigmatic figure, a powerful psionic being who rules over a vast slavers' empire hidden deep within the deserts of ancient times. She appears as a frail, elderly woman with a deceptively delicate frame, her skin almost translucent and her eyes burning with a cold, unyielding intelligence. Her seemingly fragile appearance belies the immense psychic power she wields, capable of bending minds and reality to her will.
Once a figure of great intellect and ambition, Cassandra has become twisted by her lust for power and control. She is ruthless and calculating, using her psionic abilities to dominate and enslave others, turning them into extensions of her will. Her lair, an ancient temple buried beneath the desert sands, is a nightmarish labyrinth where she conducts her dark experiments and plots her conquests.
Cassandra Nova is not just a foe of physical might, but one of terrifying mental prowess. She is a master of manipulation, able to sow fear and discord within the minds of her enemies before crushing them with her overwhelming psychic force. Those who dare to challenge her must be prepared to face not only her formidable power but also the twisted horrors of her desert lair.
Lair and Lair Actions
Cassandra Nova’s lair is hidden deep within the vast and unforgiving desert, where the scorching sun beats down relentlessly. Her stronghold is built within the ruins of an ancient temple, long buried beneath the shifting sands. The temple once served as a place of worship to forgotten gods, but now it stands as a twisted fortress of psychic dominance and cruelty.
If Cassandra Nova is in a place where she has prepared a lair, she can take lair actions. On initiative count 20 (losing initiative ties), she can take one of the following lair actions:
Mind Warp: Cassandra distorts the perceptions of all creatures within her lair. Each creature must make a DC 21 Wisdom saving throw or become disoriented. Disoriented creatures have disadvantage on attack rolls and ability checks until the end of their next turn.
Psychic Feedback: Psychic energy lashes out at those who use magic. Until initiative count 20 on the next round, whenever a creature in the lair casts a spell, it takes 10 psychic damage.
Telekinetic Slam: Cassandra uses her Telekinesis to slam a part of the lair against a creature. One creature Cassandra can see must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be restrained until the start of the next round.
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