Aura of Paranoia: Any time a PC starts their turn and is adjacent to at least one ally, they must make a DC 13 Wisdom saving throw or be forced to use at least 10ft of their movement to move away from their nearest ally this turn (if possible). They may not end their turn closer than 15ft from any ally and do not trigger any damage from moving away including opportunity attacks.
Turned Against: When a creature hits Betrayl, they must immediately make a DC 16 Charisma saving throw. On a failure, they are compelled to use their reaction to make a melee attach against a random adjacent ally (if possible).
Multiattack. Betrayal makes either two Shadow Blade attacks, or two Spectral Dagger attacks
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) psychic damage.
Spectral Dagger. Ranged Weapon Attack: +8 to hit, reach 60 ft., one creature. Hit: 11 (2dd + 4) psychic damage.
Taunting Challenge (Recharge 4-6). Up to two creatures within 30ft. must succeed on a DC 16 Wisdom save or be compelled to attack only Betrayal on their next turn
- Divide and Conquer: When two or more PCs are adjacent to each other, Betrayal can use its bonus action to force both to make a DC 15 Wisdom save or become Distracted by Paranoia until the end of their next turn.
- Distracted by Paranoia: The PC cannot take reactions, suffers disadvantage on ability checks and saving throws, and cannot benefit from the Help action or teamwork-based features (e.g., Pack Tactics, flanking, Bardic Inspiration).
Shield Ally (Reaction): When an ally within 10ft. is hit by an attack, Betrayal can impose disadvantage on the attack roll
Legendary Actions (1/round):
- Shadow Blade attack
- Mirror Step (teleport up to 30 ft. to an unoccupied space)
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