Medium Humanoid (Demon), Neutral
Armor Class 24
Hit Points 999 (249d8)
Speed 40 ft.
STR
19 (+4)
DEX
30 (+10)
CON
30 (+10)
INT
22 (+6)
WIS
25 (+7)
CHA
19 (+4)
Saving Throws DEX +35, INT +28, WIS +30, CHA +25
Skills Acrobatics +20, Deception +20, Intimidation +20
Damage Vulnerabilities Bludgeoning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Darkvision 40ft, Truesight 15ft, Passive Perception 24
Languages Abyssal, Common, Deep Speech, Infernal, Undercommon
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Interdimensional Judge. Chara travels between different dimensions and planes and tracks the adventures of a group of adventures. At the "end" of their adventure, Chara will stand in front of them, peacefully.

Narrator. Chara acts as an outside observer of a group of adventurers she chooses. She generally does not intervene in any way but does keep a tab on their actions, decisions, and interactions. However, she may make her presence known to them in subtle signs along their adventure.

Reflective Judgement. Chara's alignment reflects those she observes and, eventually, judges. She is hostile, neutral, or friendly towards her targets depending on their actions and decisions.

Spellcasting. Chara is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +12 to hit with spell attacks). Chara has the following wizard and cleric spells prepared:
Cantrips (at will): True Strike, Message
1st level (5 slots): Inflict Wounds, Cure Wounds, Hellish Rebuke
2nd level (4 slots): See Invisibility, Mirror Image, Blur, Hold person
3rd level (4 slots): Fear, Speak with Dead, Counterspell, Dispell Magic, Vampiric Touch
4th level (3 slots): Blight, Confusion, Phantasmal Killer, Dimension Door 
5th level (3 slots): Dream, Hold Monster, Planar Binding, Dispel Evil and Good, Telekinesis, Telepathic Bond
6th level (2 slots): Heal, Harm, Blade Barrier
7th level ( 2 slots): Teleport, Finger of Death
8th level (1 slot): Power Word Stun, Feeblemind
9th level (1 slot): Imprisonment, Weird

Actions

Knife. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 99 (32d4 + 35) necrotic damage. 

Knife Throw. Ranged Weapon Attack: +15 to hit, range 40/80 ft., 1 target. Hit: 99 (32d4 + 35) necrotic damage.

Time Freeze (Recharge 5-6). Chara moves at such high speeds that time seems to stop around her. To all creatures who see her move, it looks as though she is teleporting. Chara preys on a creature who she senses the most fear. Each creature of Chara's choice within 40ft of Chara must make a Charisma saving throw. Chara preys on the creature who has the lowest roll, and if multiple creatures have the same lowest roll, Chara chooses one based on the DM's discretion. Chara makes three Knife attacks against her creature of choice. The target and Chara must both roll contested Dexterity checks. If Chara's roll equals or beats the target's roll, she makes all three Knife attacks with advantage. If Chara's roll is lower than the targets, she attacks normally.

Bonus Actions

Knife Return. When Chara throws her knife at a target, whether the attack hits or not, Chara can use a bonus action to cause the knife to come back to her hand. The knife will fly towards her hand in the fastest and most direct way possible. If the Knife was stabbed through a creature, the creature must make a DC 19 Strength saving throw. On a failure, the creature is dragged with the knife for the full movement back to Chara's hand and the creature is considered grappled by Chara. On a success, the creature is unaffected. 

Intimidation. Chara changes her eyes and her mouth to a dark, dripping void and lets out a maniacal laugh. Each creature that can see Chara must make a contested charisma saving throw against an intimidation roll that Chara makes once against all said creatures. On a failure, a creature has disadvantage on all ability checks, attacks, and Charisma and Wisdom saving throws.

Reactions

Judgemental Alignment. Chara changes her alignment to match her judgment of the adventurers she was spectating. Based on her new alignment and the overall alignment of the party, she will either be an ally to the adventurers, neutral towards the adventurers, or an enemy of the adventurers.

Scary Eyes. When a creature makes an attack against Chara, Chara can choose to make her eyes and moth go pitch black, and stare an unsettling smile at the attacker. If the attacker can see Chara, it must make a DC 19 Charisma saving throw or become frightened of Chara and makes all attacks against her with disadvantage. The creature can reattempt the saving throw at the end of each of its turns.

Legendary Actions

Chara can take 3 Legendary Actions per round. These actions can only be used at the end of another creature's turn. Chara regains all spent Legendary Actions at the start of her turn.

L.O.V.E (Costs 1 Action). Chara uses her Level Of Violence to increase her bloodlust. Her desire for violence can be felt by all creatures within a 20ft radius of her. Each creature in that space must make a DC 22 Charisma saving throw. On a failure, a creature takes 25 (4d10 +5) Psychic damage and has disadvantage on all attacks it makes against Chara for one round. On a success, the creature is unaffected.

999 Knives (Costs 2 Actions). Chara makes a 60ft radius of demonic knives from hell sprout up and out of a surface that she can see. All creatures within that radius must make a DC 22 Wisdom saving throw, being decimated by the knives and taking 50 (7d4  + 22)  Psychic damage on a failed save, and half as much on a successful save.

Save Point (Costs 3 Action). Chara attempts to slightly reverse the timeline of the reality that she is in. If the next creature in the turn order is within 10ft of Chara and takes an action or moves on their turn, at the end of its turn, the creature must make a DC 24 Intelligence saving throw. On a failure, the creature's turn is undone along with any actions or movement it took. Time is moved back to the start of the creature's turn, and the creature's turn is wasted. On a success, none of the aforementioned effects occur.

Mythic Actions

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

Chara looks like a 12-year-old child in visual appearance. She has fair skin, short brown hair, blushed cheeks, and blood-red eyes. She is 4'2". She wears a green sweater with a yellow stripe across the middle. She wears brown pants and shoes and has a golden heart locket around her neck.

Lair and Lair Actions

The Void

Lair Actions

On initiative count 20 (losing initiative ties), Chara takes a lair action to cause one of the following effects; the Chara can’t use the same effect two rounds in a row:

  • Chara can create a 60ft portal to the void and attempt to drag all creatures within the 60ft of her choice down into it. The targeted creatures must succeed a DC 27 Charisma saving throw or be instantly pulled into the void. On a success, a creature must then make a DC 27 Dexterity saving throw or be dragged down into the void by black tentacles that reach out from the portal. On successes for both of the saving throws, a creature manages to fully escape the grasp of the void.  
  • Chara causes any hostile creatures in the void within 60ft of her to see a brief, blurry illusion of one of their worst fears or a grave memory (A family member's death, the loss of a precious item, a terrifying monster, etc.) A targeted creature must succeed a DC 23 Wisdom saving throw, or take 20 (5d6 + 5) Psychic damage and have disadvantage on Charisma and Wisdom saving throws. On a success, a target is able to steel its mind and is unaffected.
  • Chara attempts to create an illusion in which all creatures of her choice cannot see other creatures accept herself. All of the targeted creatures must succeed a DC 21 Intelligence saving throw or only be able to visually see Chara. Senses like Truesight and spells like True Seeing can see through this illusion. While only seeing Chara, a creature must take the most direct path to her if it wishes to attack her. The creature is viable to trip over, push into, etc. all other creatures in the area, and when such events occur, depending on the actions of the creature, it might unknowingly harm or disrupt other creatures it cannot see.  

Regional Effects

The region containing Chara's lair is disturbing and unsettling, which creates one or more of the following effects:

  • A creature with a Charisma score of less than 15 suffers from mild nausea and feels slightly sick to the stomach. While in the void, at the start of each of its turns, the creature must succeed a DC 17 Constitution saving throw or take 10 (2d6 + 4) necrotic damage. 
  • A creature with a Wisdom score of less than 15 suffers feels depressed and sickly tired. While in the void, at the start of each of its turns, the creature must succeed a DC 12 Wisdom saving throw or gain one level of exhaustion that ends at the end of the creature's turn.

If the [monster name] dies, these effects fade over the course of 999 days.

 

afterdust

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