Uncanny Dodge. Once per turn, the Butterfly can halve the damage of any attack against her.
Evasion. If Butterfly is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Elusive. As long as the butterfly is not incapacitated, no attack roll can have an advantage against her.
Sneak Attack. Once per turn, Butterfly deals an extra (12d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Butterfly that isn't incapacitated and the Butterfly doesn't have disadvantage on the attack roll. She can also deal it when an enemy is within 5 feet of her and there are no other enemies within 5 feet of her.
Magical attacks. The Butterfly's weapons count as magical.
Mystic Death. When her hit points are reduced to zero, the Butterfly falls on her knees and, with a soft gasp, dissolves into the mists.
Multiattack. The Butterfly makes three needle attacks, either melee or ranged.The Butterfly has 4 needles in her hands no matter how many she throws, and every needle sticks deep into her target's body, requiring an action to pull them out.
Needle. Melee or ranged Weapon Attack: +13 to hit, reach 5 ft. or range 30/60, one target. Hit: 17 (4d4 + 7) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one.
Riposte. If an enemy within melee range misses with an attack, the Butterfly can make a needle attack against it with advantage.
The Butterfly can take 3 legendary actions, choosing from the options below. only one legendary option can be used at a time and only at the end of another creature's turn. The Butterfly regains spent legendary actions at the start of her turn.
Move. The Butterfly moves up to half of her movement speed.
Stitches (Costs 2 Actions). the Butterfly appears to tug on an invisible tangle of strings extending from each of the needles embedded into her enemies. Enemies with at least one needle stuck inside of them unneringly take 9 (2d8) psychic damage as the needles burst out of the wounds and dissolve into mist. The damage taken increases by 2d8 for every extra needle stuck in an enemy's body.
Mists (Costs 2 Actions). The butterfly takes a step back and dissolves into the mists. At the start of the turn she reappears within 60 feet of her last position, and her first attack has advantage.
Description
Deep among the mist-covered mountains, nestled atop a ravine fathoms deep, sits an old dilapidated temple on the edge of a long-abandoned village, near overgrown with vines and plants with a dazzling array of flowers. Dazzling butterflies flick from flower to flower during the day, and lunar moths go by night upon the flowers that only open to moonlight. Upon the steps of the temple sits an old woman, long silver-white hair bound in a tail down her back with a few strands in the front left free, in nondescript dark clothes with a light green waist-length cloak thrown over, bound by a brightly colored red string. She sits quietly, smoke gently rising from her thin pipe, and in her gnarled hands move four knitting needles with skill and speed rarely seen, thin steel instruments that appear delicate yet seem to be out of place somehow, the gentle tapping the only non-natural sound in the clearing. When you come before her, her silver eyes appraise you, from within the deep folds of her sunken face. She asks, quietly, a question. If you answer right, the temple is open for you. If you do not answer, you are free to walk away. If you answer wrong, she sighs, a long, sorrowful sound, and you will find out exactly why you found her needles a disturbing sight.
Inspired by Sekiro ;) also feel free to adjust the damages, it's a pretty high damage output but I sort of like to make my players have to strategize and be very mindful of the fact that there are some things out there that will just pulverize you if you're not careful. Keep in mind she should move fluidly, almost like gliding and effortless in her killing power.
Lair and Lair Actions
On initiative count 20, the Butterfly can choose one of the following effects to take place within the temple grounds.
- Three swarms of butterflies form at points the Butterfly chooses. the butterfly swarm has an AC of 12 and 5 hit points, and movement speed of 10 feet, gliding along the ground. They do not deal damage but count as allies to the Butterfly for the purpose of dealing Sneak Attack damage. After one round the butterflies lose their formation and go back to frolicking among the flowers. A gentle breeze pushes the swarm in the wind's direction, and a strong breeze prevents it from forming.
- The ground covers in thick swirling mist, and the ground forms deceiving holes and bumps in the terrain. For one round the temple grounds count as rough terrain for all creatures except for the Butterfly.
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