Reawakening (Recharges after a Short or Long Rest). If Carnariel would be reduced to 0 hit points, her current hit point total instead resets to 225 hit points, she recharges her radiant dawn action, and she regains any expended uses of legendary resistance. Additionally Carnariel can now use her Storm of Vengeance action during the next hour
Legendary Resistance (3/Day). If Carnariel fails a saving throw, she can choose to succeed instead.
Flyby. Carnariel does not provoke oppurtunity attacks when she flies out of an enemy's reach.
Celestial Spear. Carnariels weapon attacks are magica. When she hits with any weapon, the weapon deals an extra 14 (4d6) Radiant damage (Included in the attack).
Magic Resistance. Carnariel has advantage on saving throws against spells and other magical effects.
Multiattack. Carnariel makes Two Lights end or Blood Shard attacks
Lights End. Melee or Ranged Weapon Attack: +15 to hit, reach 15 ft or range 60/120., one target. Hit: 16 (2d8 + 10) [piercing] damage plus 14 (4d6) Radiant damage.
After being thrown Lights End returns immediately to Carnariel.
Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Spellcasting. Carnariel is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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:
- A surge of energy causes the futures of everyone to be temporarily distorted. All creature that Carnariel can see must make a DC 20 Constitution saving throw on a fail they become a random race and gender and two of their ability scores are randomly swapped. Carnariel must concentrate on this effect to keep it running
- All creatures that Carnariel can see must make a DC 18 wisdom saving throw, on a failure they can only perform the actions they used on their last turn. this effect lasts until the end of their next turn.
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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