Innate Spellcasting.
Celine’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
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At will: Mage Hand, Message, Detect Magic
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3/day each: Counterspell, Misty Step, See Invisibility
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1/day each: Plane Shift, Time Stop
Legendary Resistance (3/Day).
If Celine fails a saving throw, she can choose to succeed instead.
Multiattack. Celine can make two Arcane Bolt attacks per turn.
Arcane Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (4d6 + 4) force damage.
Dimensional Rift (Recharge 5–6).
Celine tears open a temporary rift in space. She teleports up to 60 feet and can choose up to three creatures within 10 feet of her to teleport the same distance. Creatures unwilling to be teleported must succeed on a DC 17 Charisma saving throw or be moved unwillingly.
Arcane Shield. (3/Day) When Celine or a creature within 30 feet of her is hit by an attack, she can use her reaction to create a shimmering arcane barrier, adding +4 to the target’s AC until the start of her next turn.
Legendary Actions
Celine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
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Cast Cantrip. Celine casts a cantrip.
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Phase Step. Celine magically teleports up to 30 feet.
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Overload Magic (Costs 2 Actions). Celine channels arcane energy into a powerful burst. Each creature within 20 feet of her must make a DC 17 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much on a success.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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