Shadows of the Trinity. At the start of each of the Ace’s turns, roll (1d6) to gain one effect until the start of his next turn:
- (1-2) Burning Image. His attacks deal an extra (1d10) fire damage. Fire damage ignores resistance and treats immunity as resistance.
- (3-4) Royal’s Presence. Hostile creatures within 30 ft. must succeed on a DC 18 Wisdom saving throw or have disadvantage on saving throws and cannot benefit from advantage until the end of their next turn.
- (5-6) Cloven Mind. The Ace has advantage on spell attack rolls, and his psychic damage is doubled and gains one additional damage die.
Reformed Fusion. The Ace cannot be affected by dispel magic, remove curse, or banishment. A creature affected by protection from evil and good has advantage on saving throws against his abilities.
Power Surge. The Ace grows stronger as he destabilizes:
- At 200 HP or fewer: He gains advantage on one attack roll each turn and deals +2 damage on all attacks.
- At 100 HP or fewer: He gains an additional Legendary Action (4 total), and when he hits with a Shadow Blade, he can deal damage to a second creature within 5 ft. of the original target.
Spellcasting. The Ace is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 18, +10 to hit.
Cantrips (at will): fire bolt, minor illusion, prestidigitation, thaumaturgy, mage hand
1st level (4 slots): burning hands, charm person, shield
2nd level (3 slots): mirror image, hold person, scorching ray
3rd level (3 slots): counterspell, fireball, dispel magic
4th level (3 slots): greater invisibility, phantasmal killer
5th level (2 slots): wall of force, dominate person
Multiattack. The Ace makes three Shadow Blade attacks. He can replace one attack with casting a spell of 3rd level or lower.
Shadow Blade Slash. Melee Weapon Attack: +11, reach 5 ft., one target.
Hit: (2d10+6) slashing damage plus (1d8) force damage. The target cannot regain hit points until the start of the Ace’s next turn. If the target is concentrating, it makes the concentration check with disadvantage.
Shadow Bolt. Ranged Attack Roll: +11, reach 120 ft., one target Hit:(4d6+6) force damage. On hit. Target must succeed on DC 18 Wisdom save or be disoriented by shifting reflections (disadvantage on attack rolls until end of next turn)
Flicker Step. (Recharge 5–6)
. The Ace teleports up to 60 ft. to a space he can see. Creatures within 10 ft. of where he left must make a DC 18 Dex save or take (4d8) force damage and be knocked prone as their own shadow strikes them.
Shatter the Self. When the Ace takes 30+ damage in a single attack:
- Halves the damage
- Teleports 30 ft.
- Attacker takes (2d8) psychic damage.
Legendary Actions (3-4 per round). The Ace can take 3 legendary actions (4 below 100 HP), choosing from the options below:
- Shadow Warp (Costs 1). Teleports up to 60 ft. to a shadow or reflective surface.
- Reflective Counter (Costs 2). When hit by a melee attack, the attacker must succeed on a DC 18 Dexterity save or take full damage reflected back (half on success) as force or psychic.
- Fracture Pulse (Costs 2). Creatures within 15 ft. must make a DC 18 Wisdom save or take (4d6) psychic damage and use their reaction to move away from the Ace.
- Blade Storm (Costs 3). Creatures within 20 ft. make a DC 18 Dexterity save or take (10d6) force damage.
Mythic Trait: Unbound Trinity (Triggers at 0 HP). When reduced to 0 HP, the Ace does not die. Instead:
- He regains 180 HP
- All conditions end
- He immediately gains all three Shadows of the Trinity effects simultaneously for 1 round
Unstable Core. At the start of each of his turns: The Ace takes 10 unavoidable damage, then rolls (1d6)
- (1-2) Overcharge: (2d8) force damage on all attacks this turn
- (3-4) Mind Fracture: Creatures within 30 ft. make DC 18 Wis save or take (4d10) psychic and lose reactions
- (5-6) Phase Break: Resistant to all damage until next turn (cannot cast spells)
Lair and Lair Actions
Lair Actions (Fey Crossing Only). On initiative 20 (losing ties), roll twice during Mythic Phase: (1d4)
- Shadow Mirrors: Illusions impose disadvantage on attacks
- Searing Blaze: Wall of fire surrounds the area in a ring with Ace in the center
- Painted Lies: Disadvantage on Int/Wis checks (DC 18 Cha save)
- Fractured Reality: Creatures shift 20 ft., take (6d6) psychic, may swap positions. roll (1d4) for each creature to determine direction. 1-north, 2-east, 3-south, 4-west.
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