Traits
Glass Wings.
As long as Angelic Amber is not grounded or restrained, it has resistance to all damage except force and thunder. If it is knocked prone or restrained, its AC drops to 15 and it loses this resistance until the end of its next turn.
Hovering Grace.
Angelic Amber can hover silently in place and is immune to being knocked prone. It never provokes opportunity attacks when flying.
Refraction Shield (1/Day).
As a reaction when hit by a spell, Angelic Amber can reflect the spell’s effects back at the caster. The spell’s original effects are redirected (using original attack rolls or save DCs). Area spells are centered on the caster instead.
Actions
Multiattack.
Angelic Amber makes two Glass Shard attacks and may use Prism Beam if it’s available.
Glass Shard.
Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 18 (4d6 + 4) force damage.
Prism Beam (Recharge 5–6).
Angelic Amber fires a rainbow-colored laser in a 60 ft. line that is 5 ft. wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 35 (10d6) radiant damage on a failure, or half as much on a success. On a failed save, the target is also blinded until the start of their next turn.
Sanctified Explosion (Recharge 4–6).
Angelic Amber explodes in radiant-glass energy. Each creature within 20 feet must make a DC 15 Constitution saving throw or take 27 (6d8) radiant damage and be pushed 15 feet away. On a success, they take half damage and are not pushed.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Legendary Action (1/Turn – Mini Boss Variant)
Angelic Amber can use one of the following actions at the end of another creature’s turn:
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Wing Pulse (Cost 1): Pushes one creature within 10 feet back 10 feet (DC 14 Strength save or fall prone).
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Shimmer Warp (Cost 1): Teleports up to 30 feet to an unoccupied space it can see
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
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:
- 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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