| Mod | Save | ||
|---|---|---|---|
| STR | 2 | −4 | −6 |
| DEX | 2 | −4 | −4 |
| CON | 2 | −4 | −4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +10 |
| WIS | 12 | +1 | +8 |
| CHA | 14 | +2 | +10 |
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Contract-Blessed Immortality. C.C. doesn’t age, eat, drink, or breathe. When she starts her turn with at least 1 HP, she regains 3 HP. If she is reduced to 0 HP, she drops to 1 HP instead once per long rest.
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Geass-Touched Mind (Magic Resistance). Advantage on saving throws against charm, fear, possession, and telepathy-based effects; she has advantage on checks to detect illusions.
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Tactician’s Poise. While unarmored, C.C. reads the flow of battle: +2 AC (included) and she can’t be surprised while conscious.
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Multiattack (Plan & Strike). C.C. makes two attacks in any combination of Precision Shot and Mind Spike, or she makes one attack and uses Geass Command.
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Precision Shot (Ranged Weapon Attack). +7 to hit, range 120 ft., one target. Hit: 2d6 + 2 piercing (magical for overcoming resistance due to custom rounds). If the target is under a condition (charmed, frightened, or restrained), add +1d4 damage.
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Mind Spike (Save-based). A creature within 60 ft must succeed on a DC 16 WIS save or take 3d6 psychic and have disadvantage on the next attack roll it makes before the end of its next turn. On a success, it takes half damage and no disadvantage.
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Geass Command (Save-based, 1/Short Rest). One creature C.C. can see within 30 ft must make a DC 16 CHA save. On a failure, it is charmed and must obey a short sentence command C.C. issues (no self-harm) until the end of its next turn; the creature then becomes immune to this feature for 24 hours. On a success, it takes 2d6 psychic.
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Battlefield Reposition. C.C. moves up to 15 ft without provoking opportunity attacks.
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Bestow Geass (1/Short Rest). Grant an ally within 30 ft a Geass Seal for 1 minute. Once, when that ally hits a creature, it can force the target to make a DC 16 WIS save; on a failure, the target chooses drop prone or use its reaction to move up to half speed as the ally directs.
Mind Wall. When C.C. or a creature within 10 ft is targeted by an effect that would charm or frighten, C.C. grants advantage on the saving throw (declare after the roll but before results are known).
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.
Description
The immortal contractor behind many Geass pacts, C.C. has survived executions, guided revolutions, negotiated from the shadows, and, when needed, piloted or co-piloted Knightmares with lethal precision. On the field she plays conductor—warping wills, picking precise shots, and empowering allies with a shard of Geass.
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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