Blightless. Blight does half damage on a failed save, and no damage on a successful one.
Spiked Hide. Cactus Jack is covered in needles, big and small. Any creature that melee attacks Cactus Jack takes 5 (1d8) piercing damage and 6 (1d10) poison damage, or can choose to roll at disadvantage to negate this ability.
Action Name. Enter the description for your action.
Needle. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 9(1d8 + 4) Piercing damage and 6 (1d10) poison damage.
Needle. Ranged Weapon Attack: +9 to hit, range 120 ft., 1 target. Hit: 9 (1d8 + 4) Piercing damage and 6 (1d10) poison damage.
Propagation (Recharge 5-6): 3 Cactus shoot up from the ground within 60 ft. of Cactus Jack. Any creature above where these Cactus appear must make a DC:16 Dex. Save or take 15 (2d8 + 6) Piercing damage and 7 (2d6) poison damage. Creatures with tremor sense have advantage on this save. Cactus Jack heals 9 (2d8) HP for each hit with this attack. These Pillars of Cactus are 15 ft. tall and 5 ft. diameter, and stay put until the end of Cactus Jack’s next turn.
Legendary Resistances (3/Day).
Description
Cactus Jack is a 60ft. tall cactus that wanders the desert wastes, wiping towns off the map and leaving death in his wake. His spikes are feet long and his silhouette strikes fear into the hearts of those who know him. He takes what he wants and nothing can stand in his way.
Lair and Lair Actions
Cactus Jack can control the desert around him.
Lair Actions
On initiative count 20 (losing initiative ties), Cactus Jack takes a lair action to cause one of the following effects; Cactus Jack can’t use the same effect two rounds in a row:
- Desert Gust (Recharge 5-6)
- A hot wind of tumbleweeds blows through the air. 60ft. Range, 30 ft. square. take 8(1d6 + 5) slashing damage from the tumbleweeds . DC15 Str. Save or be blown 15 ft. in the direction of the wind.
- Heat Wave (Recharge 5-6)
- The sun beats down heavily on you. Target creature makes a Constitution save (DC 15) or take one point of Temporary Exhaustion and 21 (5d6) Fire Damage. Each turn, a creature with Temporary Exhaustion can spend an action to retry the save, and, on a success, removes one point of exhaustion.
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