Divine Judgement. When dropped to 0 hp, Cirrus instead goes to 100 hp and gains access to her mythical abilities.
Special Equipment. Cirrus carries a rapier, Order Bringer, that does an additional 2d6 radiant damage on a successful hit.
Inescapable Order. Fire and radiant damage dealt by Cirrus ignores resistance and treats immunity as resistance.
limited Magical Immunity. Unless Cirrus wishes to be affected by it, spells 4th level or lower have no affect on her.
Luminous. Cirrus magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Magic Weapon. Cirrus' weapon and non weapon attacks are magical.
Innate Spellcasting. Cirrus, being a powerful Goddess, is an innate spellcaster, being able to cast the following spells without any need for material components. (Spell save 23, plus 15 to hit)
At Will. detect evil and good, mage hand, misty step, dispel magic (up to 5th level), plane shift, hold person (up to 6th level), command (up to 6th level), guidance, eldritch blast (4 blasts)
3 times a day. counterspell, dominate person, banishment (up to 5th level), wall of force, bless (up to 6th level), delayed blast fireball, hex (up to 5th level), forcecage
1 time a day. dominate monster, holy star of mystra, imprisonment
Multi Attack. Cirrus can attack with her Rapier 2 times, or attack one time with the rapier and two Eldritch Blasts
Order Bringer. Melee Weapon Attack:+11 hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) piercing damage and an additional 15 rollable](3d10);{"diceNotation": "3d10", "rollType": "damage", "rollAction": "Psychic", "rollDamageType": "Lightning"}[/rollable] Psychic damage.
Justice Prevails. With a successful melee attack, Cirrus can chose to peak inside the target's mind, attempting to find their intention. Once per day, Cirrus forces the target to make a wisdom saving throw (DC 22). On a failure, Cirrus knows the targets alignment, state of mind, and one of their immediate goals. On a successful save, Cirrus learns nothing and the creature can not be subject to this affect for 24 hours. Regardless, the creature will know that Cirrus attempted to peer into their mind, but not what she learned if they failed.
Spell. Can cast detect evil and good, command, or eldritch blast one time as a bonus action.
Shield. Cirrus can cast Shield as a reaction up to 8 times a day, adding 5 to her AC till the start of her next turn.
Cirrus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Cirrus regains spent legendary actions at the start of its turn.
Eldritch Blast. Cirrus can hurl up to 2 Eldritch Blasts
Movement. Cirrus can move up to half of her movement without incurring attack of opportunity
Insight. Regain a use Justice Prevails
Teleportation (Cost 2 Actions). Cirrus can teleport using Misty Step
Magic (Cost 3 Actions). Cirrus can cast a spell that's casting time is one action and duration is instantaneous.
Divine Judgment. After being almost killed, Cirrus taps into her magical reserves, going into survival mode. She gains an additional legendary action point, unlocks new abilities, and gains access to Mythical Actions. After one hour, her magical reserves runs out, losing access to this form and gaining 4 levels of exhaustion. If she does not rest within the hour after losing this form, she gains another level of exhaustion.
Immunity. Cirrus gains immunity to Radiant damage and can not become restrained (Order can never be restrained)
Regeneration. Cirrus regenerates 30 hp at the start of her turns, but with this regeneration he can't be healed past 100 HP.
Hardend Defenses. Raw Magical energy swirls around Cirrus, increasing her base AC to 20. She also regains all uses of shield, with it now being a plus 6 to AC.
True Master. Cirrus can now concentrate on 2 spells, but Con saves will be more difficult.
True Chains of Restraint (Cost 3 Actions) Those who oppose Order will bend the knee. Up to 3 chains sprout out of the ground near the target(s) that are subject to Cirrus' wrath. The chains wrap around the bodies of the targets, and each target must make a strength saving throw (DC 23). large creatures or larger can make this roll with advantage. Multiple chains can be committed to one creature, preventing creatures from having advantage on escaping or imposing disadvantage. On a failure, the targets are brought to their knees, fully restrained, and unable to escape via magical means. Restrained creatures may re-roll the save at the start of their next turn, but if they do not have assistance they will be rolling with disadvantage. On a successful save, the creature is not restrained, but will be in difficult terrain till the end of their next turn, being unable to teleport. Only 6 chains can exist at once.
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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