IMMORTAL SPIRIT. If Cauthlin dies, she gains a new body in 1d10 days and regains all her hit points, unless she is killed with Metacharn.
SHAPECHANGER. Cauthlin can use her action to polymorph into a Small or Medium humanoid or a Tiny, Small, or Medium four-legged beast. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn’t transformed.
SNEAK ATTACK (1/turn). Cauthlin deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Cauthlin that isn’t incapacitated and Cauthlin doesn’t have disadvantage on the attack roll.
MULTIATTACK. In beast form, Cauthlin makes two rend attacks. In humanoid form, she makes two attacks. In any form, she can use her Spells of Deception in place of one attack. REND (Beast Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
GREAT BOW (Human Form Only). Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) poison damage. GREAT SPEAR (Human Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) poison damage.
INVISIBILITY. Cauthlin turns invisible until she attacks or casts her Spells of Deception. Any equipment she wears or carries is invisible with her.
SPELLS OF DECEPTION. Cauthlin targets one humanoid or beast that she can see within 30 feet of her. The target gains 2 Shadow points from Sorcery, resisted by a DC 16 Intelligence saving throw. On a failed save, the target is charmed by Cauthlin until the end of her next turn.
REDIRECT ATTACK. If a creature charmed by Cauthlin hits with an attack roll while within 60 feet of her, Cauthlin chooses another creature she can see within 5 feet of the target. The chosen creature becomes the target instead.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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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