Legendary Resistance (3/day). If Cipher fails a saving throw, she can choose to succeed instead.
Agile Movement. Opportunity Attacks have Disadvantage against Cipher.
Acrobatic Movement. Cipher moves along vertical surfaces and across liquids on her turn without falling during the movement.
Magic Boots. Cipher uses the effect of the boots of speed.
Dash over Difficult Terrain. When Cipher takes the Dash action on her turn, Difficult Terrain doesn't cost her extra movement for the rest of that turn.
Evasion. When subjected to an effect that allows Cipher to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds, and only half damage if she fails.
Feline Agility. When Cipher moves on her turn in combat, she can double her speed until the end of the turn. Once used, Cipher can’t use this trait again until she moves 0 ft. on one of her turns.
Jumping. When Cipher has the Prone condition, she can right herself up or can make a running Long or High Jump after moving only 5 feet.
Non-Detection. Cipher can’t be targeted by Divination spells or perceived through magical scrying sensors unless she allows it.
Self Restoration. Cipher can remove one of the following conditions from herself at the end of each of her turns: Charmed, Frightened, or Poisoned.
Stunning Strike. When Ciper hits with a melee attack for the first time on her turn, the target must make a DC 21 Constitution save. On a failed save, the target is Stunned until the start of Cipher's next turn.
Superior Defense (1/day). At the start of her turn, Cipher can give herself Resistance to all damage except Force damage for 1 minute or until she has the Incapacitated condition.
Cloak of Shadows (1/day). At the start of her turn; Cipher can choose to become Invisible for the next minute. While active, Cipher can move through objects as if they were Difficult Terrain. If Cipher ends her turn in such a space, she is shunted to the last unoccupied space she was in.
Multiattack. Cipher makes two Claw attacks.
Claw (Unarmed Strike). Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 15 (1d12 + 9) slashing damage plus 10 (2d10) force damage. Cipher regains a number of hit points equal to half the force damage dealt, rounded up.
Escape Artist. Cipher can take the Disengage action, which also ends the Grappled condition on her.
Flurry of Blows. Cipher makes three Claw attacks.
Step of the Wind. Cipher takes both the Disengage and Dash actions and her jump distance is doubled for the turn.
Quick Search. Cipher can take the Search action.
Cipher can take up to three reactions per round but only one per turn.
Reactive Rend. After using Legendary Resistance or in response to being hit by an attack roll, Cipher makes one Claw attack.
Defect Attack. When an attack roll damage hits Cipher, she can reduce the attack’s total damage by 35.
Slow Fall. When Cipher falls, she can reduce any falling damage by 100.
Description
"Cifera? Ah, so you've heard of me... But few call me by that name these days. Call me Cipher. It's sharper and swifter, like the wind itself. A perfect name for a master thief, don't you think?"
Hasted (Optional Ability). At the start of combat, Cipher gains the effects of the Haste spell until the end of the battle except she does not benefit from the additional AC bonus. If this ability is used, Cipher's CR rating becomes 28.
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