Magic Resistance. The Amber Jack has advantage on saving throws and checks against magic.
Spellcasting. The Amber Jack is a 8th -level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). The Amber jack has following spells prepared:
Cantrips (at will): Sapping sting, Chill touch, and Toll the dead
1st level (# slots): Arms of Hadar, Ensnaring Strike
White Hot Cry. The Amber jack can cry out educing a constitution save by any creature within 60ft on failure you are paralyzed and on success you are deafened for a round.
Primal pin point. Melee Attack: +10 to hit, reach 5 ft., 1 target. Hit: 14 (3d6 + 5) Piercing damage.
The Amber jack can grapple a prone creature with a contested Athletics check as it digs its claws into it target ensuring its only escape is if their stronger than it.
Heat wave. When injured with a melee attack The Amber Jack can open its furnace like mouth to reveal its unnatural heat with in making the attacker take a -8 to their attack as they recoil from the heat. (Creature that are resistant or immune to fire damage are unaffected but do have disadvantage on perception check due to the light that was immitted)
The Amber jack can Lower its cry opening up it mouth wider letting out a light kept at bay by the dark skin encompassing a 30ft radius
Amber sickness (Costs 2 Actions). This cast the spell Sickening Radiance with some alterations being a warm yellow light is emitted dealing 2d10 necrotic instead or its normal effects. (Damage that opens the skin +3 to the necrotic damage)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Amber jack is a creature created from the "corpses" of demons that have been subject to experiment allowing a new form to walk, one that emanates black necrotic smoke from its skin hiding or protecting its inferno like insides from killing its target to quickly just from being around it.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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