Elemental Avatar. When Carmilla is reduced to 0 hit points or dies, her body turns into a warm breeze of blue vapours leaving nothing behind and it takes 1d10 years for her to create a new body.
Flyby. Carmilla doesn't provoke opportunity attacks when she flies out of an enemy's reach.
Innate Spellcasting. Carmilla's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components:
At will: lightning bolt (as an 7th level spell), thunderwave (as an 7th level spell), wind walk, control weather
3/day each: chain lightning, scatter, conjure elemental (Air only)
1/day each: storm of vengeance, plane shift
Legendary Resistance (3/Day). If Carmilla fails a saving throw, she can choose to succeed instead.
Magic Resistance. Carmilla has advantage on saving throws against spells and other magical effects.
Primordial Lineage. Whenever Carmilla is subjected to lightning or thunder damage, she takes no damage and instead regains a number of hit points equal to the lightning or thunder damage dealt. Additionally, lightning and thunder damage dealt by Carmilla to other creatures ignores resistance and turns immunity into resistance.
Princess of the Djinni. Carmilla can cast wish at will to replicate the effect of spells, she suffers no effects from wish stress and instead cannot cast wish for 1d3 rounds.
Multiattack. Carmilla can use Create Whirlwind if available, and makes two slam attacks. She can cast a spell from her Innate Spellcasting list in place of one of these attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) thunder damage plus 11 (2d10) lightning damage.
Create Whirlwind (Recharge 4–6). A 20-foot-radius, 60-foot-tall cylinder of swirling air magically forms on a point Carmilla can see within 300 feet of her, the area is difficult terrain and unsecured nonmagical objects that are large or smaller are instantly destroyed and turned into debris. The whirlwind lasts for one hour or until dispelled by Carmilla with a bonus action, by a control weather spell cast on the whirlwind or after one hour if Carmilla is on a different plane. Any creature but Carmilla that enters the whirlwind (including when it first appears) or ends its turn in it must succeed on a DC 22 Strength saving throw or be restrained by it and take 13 (2d12) thunder damage and 13 (2d12) bludgeoning and be pulled to the center of the whirlwind, if two or more whirlwinds are affecting the same creature at once increase both the thunder and bludgeoning damage by 13 (2d12). Carmilla can move all whirlwinds created by this ability up to 30 ft. as a bonus action, and creatures restrained by the whirlwind move with it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 15 Strength check. If the check succeeds, the creature is no longer restrained.
Carmilla can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Carmilla regains spent legendary actions at the start of its turn.
Control the Storm. Carmilla casts a spell from her Innate Spellcasting list.
Move. Carmilla moves up to half her fly speed.
Wish (Costs 3 Actions). Carmilla casts Wish.
Previous Versions
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1/30/2021 3:53:51 AM
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8
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1/30/2021 9:08:55 PM
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1/30/2021 9:10:55 PM
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11
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1/31/2021 3:34:38 AM
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1/31/2021 3:40:30 AM
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1/31/2021 3:46:24 AM
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20
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4/15/2021 3:43:20 AM
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34
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4/15/2021 12:29:27 PM
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41
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10/18/2021 12:10:48 AM
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57
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10/19/2021 4:16:35 AM
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63
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10/19/2021 1:59:08 PM
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