Steel helmet. All damage dealt to the cagemasters helmet deals no damage and has no effect.
Burned chest. Any cold damage dealt to the cagemasters chest deals a bonus 3 damage die, up to 3 times before his chest is sealed.
Metal cages. All damage dealt to the cagemasters cages deal no damage.
Multiattack. The cagemaster makes 2 claw pierce attacks and 1 cage attack.
Cage slam. (Recharge 5-6) Melee Weapon Attack: +13 to hit, reach 35 ft., 1 target. Hit: 22 (3d10 + 10) bludgeoning damage. The target of this attack has to make a DC 19 dexterity saving throw or be trapped in the cage, while trapped in this way the target cannot move on their own, and the only way they move is when the cagmaster slams the same arm. When he slams his arm they take half of the damage taken. If the cagemaster uses his slam attack while their inside, they have to make a DC 16 strength saving throw or be knocked unconscious for 1 minute, they have to make a DC 15 constitution saving throw to wake up.
Flaming slam. Melee Weapon Attack: +12 to hit, reach 35 ft., 1 target. Hit: 23 (3d10 + 11) bludgeoning damage. A fiery burst emits in a 15 foot sphere from where this attack was hit. Any creature in the fire other than the target has to make a DC 15 dexterity saving throw or take 14 (2d8+5) fire damage.
Cinder breath (Recharge 6). The cagemaster releases a plume of fire and ash in a 60 foot cone. Any creature in the cone has to make a DC 22 dexterity saving throw or take 63 (18d6) fire damage. The creature also has to make a DC 16 constitution saving throw or become blinded for 1 minute. On a sucess the target takes half damage and is not blinded.
Claw pierce. Melee Weapon Attack: +14 to hit, reach 25 ft., 1 target. Hit: 17 (3d8 + 9) piercing damage.
Fireball (Recharge 5-6). The cagemaster casts fireball.
The cagemaster has 3 legendary actions that it can take at the end of a creatures turn. It regains all spent actions at the start of its turn.
Pierce (Costs 1 Action). The cagemaster uses claw pierce.
Cage slam. (Costs 3 Actions). The cagemaster makes a cage attack.
Firebolt. (Costs 2 Actions). The cagemaster casts firebolt at 17th level.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the cagemaster takes a lair action to cause one of the following effects; the cagemaster can’t use the same effect two rounds in a row:
- The cagemaster creates a wall of fire 30 feet long and 30 feet high in one direction, all creatures that come in contact with the wall take 19 (6d6) fire damage.
- The cagemaster creates a tendril of fire that is 30 feet long, all creatures hit by the tendril take 4d10 fire damage.
- The cagemaster creates a purple fire. All creature that come in contact with the fire has to make a DC 16 constitution saving throw or become vulnerable to fire damage for 1 minute.
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