Medium Fey (Shadar-Kai), Chaotic Neutral
Armor Class 20 Natural
Hit Points 300 (12d20 + 300)
Speed 40 ft., Fly 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +8, WIS +10
Skills Deception +22, Insight +30, Performance +22
Damage Resistances Necrotic
Damage Immunities Slashing
Condition Immunities Blinded, Charmed
Senses Passive Perception 19
Languages Celestial, Common, Deep Speech, Infernal, Primordial, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Fey Ancestry. The Treachery has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Shadow Jump. As a bonus action, Treachery can teleport up to 1 mile to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. Treachery can use this ability between the weapon attacks of another action it takes.

Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the Treachery. Any attempt to do so is wasted.

 

Actions

Multiattack. Treachery makes two melee attacks or one ranged attack

Spiked Chain Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 8) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice:

  • The target is grappled (escape DC 18) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and Treachery can’t grapple another target.
  • The target is knocked prone.
  • The target takes 22 (4d10) necrotic damage.

Dark Coils Ranged Spell Attack: +11 to hit, range 40 ft., 3 targets. Hit: 23 (3d8 + 8) necrotic damage.

Betrayer's Bolt: Ranged Spell Attack: +10 to hit, range 120 ft., 1 target. Hit: 15(4d6+3) necrotic damage, and the target must succeed a DC18 Wisdom saving throw or become frightened until the end of its following turn.

Bonus Actions

As a bonus action, Treachery may make another attack at a grappled target.

Reactions

Deceptive Presence. If Treachery's illusory copies are targeted by an attack, she may make an attack from the shadows with advantage. Notably, this ability does not utilize Shadow Jump, nor does it benefit fromf Fleeting Shadow.

 

Legendary Actions

Treachery has a total of 10 Legendary Action Points to spend on the fallowing actions:

Fleeting Shadow (1 legendary action): For the next two turns (including the turn it is activated), Shadow Jump gains the following effects:

After teleporting, it can create a brief illusion of itself in the original location, lasting until the end of its next turn. The illusion appears real and can be targeted by attacks, but it has no hit points and disappears if it takes any damage. Creatures that attack the illusion must succeed on a Wisdom saving throw (DC 14) or have disadvantage on their next attack roll against Treachery.

.False Ally(2 legendary actions): Treachery creates 1d4 illusory duplicates of itself that last until the end of its next turn. Each time an enemy targets Treachery, they must roll a d20. On a roll of 11 or higher, the attack hits an illusion instead, dissipating it. The duplicates can move and act like the Treachery but cannot deal damage or take actions other than to confuse enemies.

Shadowy Whispers (3 legendary actions): Treachery targets one creature it can see within 60 feet. The target must succeed on a Wisdom saving throw (DC 16) or be charmed until the end of its next turn. While charmed in this way, the creature must use its action to attack a creature of the Treachery's choice that it can see.

 

 

Description

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TheBlackKids

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