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Gemini

Gemini

Small celestial, neutral good

Armor Class 14 (Natural Armor)
Hit Points 85 (10d6 + 50)
Speed 30 ft., Fly 30 ft. (hover)
STR
13
(+1)
DEX
13
(+1)
CON
14
(+2)
INT
14
(+2)
WIS
16
(+3)
CHA
16
(+3)
Saving Throws Int +5, Cha +6
Skills Performance +9, Persuasion +9, Deception +6
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Passive Perception 13
Languages Common, Celestial, Telepathy 60 ft.
Challenge 6 (2,300 XP)

Spellcasting. The Gemini is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

Cantrips (at will): Minor Illusion

1st level: Disguise Self

Synchronized Synergy. Gemini consists of two distinct paired spirits, Gemi and Mini, who act as one unit. Gemini can take the Help action as a bonus action on each of their turns. When helping an ally with an attack roll or ability check, the target ally adds a +3 modifier (Gemini's Proficiency Bonus) to the roll in addition to gaining advantage.

Innate Spellcasting. Gemini's spellcasting ability is Charisma (spell save DC 14). They can innately cast the following spells, requiring no material components: At will: minor illusion, disguise self

Actions

Multiattack. Gemini makes two Psychic Touch attacks, or uses Mind Trick if available.

Psychic Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) psychic damage plus 3 (1d6) radiant damage.

Mind Trick (Recharge 5–6). Gemini projects confusing, disorienting phantasms directly into the minds of up to three creatures they can see within 30 feet. Each target must succeed on a DC 14 Wisdom saving throw or take 18 (4d6 + 4) psychic damage and become confused by minor illusions until the end of their next turn. While confused in this way, a target cannot take reactions, and its attack rolls have disadvantage. On a successful save, a target takes half as much damage and suffers no additional effects.