Unstable Field. (3 Rounds Active / 3 Rounds Inactive)
Every 6 rounds, the Rift Scribe emits a field of volatile energy for 3 rounds.
While active, any spell cast within 20 feet of the Scribe must roll on the Chaos Surge Table (1d6), twisting the spell in a corrupted and unpredictable way.
The field deactivates after 3 rounds and resumes 3 rounds later.
The Rift Scribe attempts to unleash a corrupted version of a spell it has recently stored.
If the Rift Scribe has absorbed a spell using Glitched Copy, it may cast a twisted version of that spell. This mimicry reflects the original caster’s power—but not their control.
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The Scribe uses the original caster’s spell save DC for the effect.
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The spell’s damage type is randomly altered to one of the following: cold, necrotic, psychic, radiant, thunder, or force.
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The spell deals half its original damage.
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Targets must make the same saving throw type the original spell required.
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On a success, they take only ¼ of the damage.
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On a failure, they take ½ of the damage.
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Glitched Copy. (Reaction)
When the Rift Scribe is targeted by a spell, roll a d4. On a 4, it stores a corrupted memory of that spell.
At the start of its next turn, it releases a chaotic echo—a warped version of the spell's magic (DM determines the effect, or roll on the Chaos Surge Table).
This reaction may be used as many times per round as it is it hit by spells.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
A malformed void-limb—an enormous warped, spindly hand floats weightless in the air, its fingers twitching as if casting something it can’t quite remember. Above its palm, a flickering orb of unstable void light pulses with fractured glyphs. Sometimes it hums. Sometimes it screams.
The hand constantly rotates and flexes—gestures stuttering, reversing mid-motion, like it’s trying to remember a spell it never learned. It doesn't speak. It doesn't look at you. But when you cast a spell, it flinches... and answers with something wrong.
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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