Pain and Pleasure. At the start of each of their turns carakash gains 32 [4d12+8] temp health, if this temp health is lost before the end of the round carakash may take a extra turn for just that round after the current turn ends. This effect will still trigger on created turns. if carakash still has this temp health at the start of its next true turn it becomes normal health adding to its max health if it overflows.
Sharing the joy. When carakash takes damage all creatures within 10ft of it must make a WIS save [DC22], on a failed save the creature takes 1/3 the damage dealt to carakash.
Stolen boons. When a spell is cast on a target within 10ft of carakash, carakash may decide to be effected by the spell as well.
No salvation. When carakash is reduced to 0hp it regains hp equal to any missing hp of creatures within 20ft of it.
Servant of the skull. Carakash is unable to be moved to a different plane of existence.
Legendary Resistance (4/Day). If carakash fails a saving throw, they can choose to succeed instead.
[Summoning, d8(8) recharge] Child of the party. Carakash as a action may summon a amount of creatures totalling a CR of 10, such summons may be from the following list [Succubus (4cr), Barghest (4cr), Daemogoth (10cr)].
Seductive Scream. Creatures that are not deafened within 45ft of carakash must make a [DC 22] CHA save, on a failed save creatures are charmed. While charmed in this way charmed creatures must spend at least one action per turn attacking themselves with a melee attack, taking damage from this "self attack" does not end this charmed condition but may end others. Creatures may re-roll their save after doing this attack.
Multi-Attack. Carakash may make a total of 3 attacks per action, a max of 1 of such attacks may be with its horns.
Horns. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 53 (4d8 + 37) [piercing] damage. Hit targets are moved back 15ft and made prone.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., 1-2 target. Hit: 59 (8d6 + 35) [Slashing] damage. Upon hitting with this attack a extra attack with this weapon may be rolled, this new attack has 1 less damage dice than the last. This may repeat until the amount of damage dice is 0 or bellow.
Sinful Spear. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 67 (5d10 + 42) [magical piercing] damage. Damage from this attack does not end the charmed condition.
Dash, help, grapple, shove.
Carakash's reactions refill after reducing a creature to 0hp or the start of any turn it controls. Carakash has 2 reactions max.
"More". When taking damage carakash may target the attacker with "Sharing the joy" up to a range of 120ft, this dealing 1/2 damage instead of the normal 1/3.
"Hit Me!". When a creature within its movement distance of carakash takes a action other than a melee attack it must make a [DC 22] Wisdom save, on a failed save the creature is forced to move into melee range and make a attack.
Bound to the game. When a creature within 20ft of carakash attempts to leave this area carakash can make them make a [DC22] Dexterity save, on a failed save the targeted creature is restrained by chains and leather ropes. Such restraints have the following stats [HP-35, AC-17], the restrained creature is restrained and mute.
Carakash can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Carakash regains spent legendary actions at the start of his true turns.
Heighten the pain (Costs 1 Actions). Carakash may take its multi attack action with a -2 to hit.
Heighten the joy (Costs 2 Actions). For every charmed creature within 30ft carakash may move 10ft without provoking opportunity attacks, any creature it passes over must make a [DC 22] Dexterity save, on a failed save the target is made prone and takes 20 bludgeoning damage.
Withering Whips (Costs 1 Actions). Every creature within 45ft must make a [DC 22] Dexterity save, on a failed save the target takes 38 (5d12+23) magical slashing damage and is made prone. It then must make a [DC 22] Charisma save or the target becomes charmed.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/24/2024 12:26:55 PM
|
4
|
1
|
1
|
Coming Soon
|
Comments