Large Monstrosity, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR
21 (+5)
DEX
17 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws STR +11, CON +10, CHA +10
Skills Deception +10, Insight +9, Perception +9, Stealth +9
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Va-Nox, Shuriman, Piltovan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Cassiopeia has advantage on saving throws against spells and other magical effects.

Surprise Attack. During the first round of combat, Cassiopeia has advantage on attack rolls against any creature that is surprised, and she deals an extra 12 (3d6) damage each time she hits such a creature with an attack.

Serpentine Grace. Cassiopeia has advantage on checks and saves to avoid being grappled or restrained.

Legendary Resistance (3/Day). If Cassiopeia fails a saving throw, she can choose to succeed instead.

Petrifying Gaze. When a creature that can see Cassiopeia’s eyes starts its turn within 30 feet of her, Cassiopeia can force it to make a DC 18 Constitution saving throw if she isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, on a failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless [Tooltip Not Found], a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Cassiopeia until the start of its next turn, when it can avert its eyes again. If the creature looks at Cassiopeia in the meantime, it must immediately make the save. If Cassiopeia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.

Shed Skin (Mythic Trait; Recharges after a Short or Long Rest). If Cassiopeia is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed without provoking opportunity attacks.

Actions

Multiattack. Cassiopeia makes 3 attacks: 1 with her Twin Fang, 1 to Constrict, and 1 with her Noxious Blast.

Twin Fang. Melee/Ranged Weapon Attack: +11 to hit, reach 5, range 15/40 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) poison damage.

Constrict. Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 15 (3d6 + 5) bludgeoning damage at the start of each of its turns, and Cassiopeia can’t constrict another target.

Noxious Blast. A blast of viscous poison blasts out toward a creature within 60 feet. Ranged Spell Attack: +11 to hit, one target. On a hit, the target takes 10 (2d8) poison damage and must make a DC 18 Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Miasma (Recharge 5-6). Cassiopeia spits forth eight bolts of venom in 10 ft radius circles, leaving toxic clouds of debilitating poison on the ground that lasts for 1 minute. Each creature that is completely within the miasma at the start of its turn must make a DC 18 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

Legendary Actions

Cassiopeia can take 3 legendary actions, choosing from the options below. She can take only one legendary action at a time and only at the end of another creature’s turn. Cassiopeia regains spent legendary actions at the start of her turn.

Move. Cassiopeia moves up to her speed without provoking opportunity attacks.

Imbibe. Cassiopeia makes one attack with her Noxious Blast.

Petrified Earth (Costs 2 Actions). Cassiopeia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Cassiopeia, takes 9 (2d8) piercing damage for every 5 feet it moves on those spikes.

Mythic Actions

If Cassiopeia’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Shed Skin.

Numbing Fangs. Cassiopeia makes two attacks with her claws. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of her next turn.

Look at Me (Costs 3 Actions). Cassiopeia can force a sighted creature she has grappled to see her eyes and be affected by her gaze.

Description

"Secrets are sharper than blades…" - Cassiopeia
Cassiopeia is a deadly creature bent on manipulating others to her will. Youngest and most beautiful daughter of the noble Du Couteau family of Noxus, she ventured deep into the crypts beneath Shurima in search of ancient power. There, she was bitten by a gruesome tomb guardian, whose venom transformed her into a viper-like predator. Cunning and agile, Cassiopeia now slithers under the veil of night, petrifying her enemies with her baleful gaze.

Lair and Lair Actions

Lair Actions

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

  • Cassiopeia briefly animates creatures that have been petrified by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also grappled (escape DC 15).
  • Cassiopeia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a DC 19 Constitution saving throw or take 5 (2d4) piercing damage and become poisoned until the end of its next turn. While poisoned in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.

Monster Tags: humanoidmonstrosity

Habitat: DesertUrban

TempoBueno

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