Fractured Mind
When targeted by an attack spell, roll a d6:
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1–4: The villager is affected by the spell.
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5–6: The spell reflects onto the caster (they must succeed on their own saving throw or suffer the effect instead).
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 slashing damage.
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On a hit, the shard can fracture—roll a d6:
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On a 6, the weapon shatters, embedding splinters into the target. The target takes an additional 1d4 radiant damage at the start of their next turn unless they use an action to remove the shards.
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"The villager raises a blade of fused opal—too thin, too sharp, too wrong. When it strikes, it doesn't just cut; it glitters inside your skin."
Opaline Outburst (Recharge 5–6)
The villager lets out a horrible, echoing scream.
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Each creature within 10 ft. must succeed on a DC 12 CON save or take 1d6 thunder + 1d6 radiant damage and be deafened until the end of their next turn.
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Nearby brittle terrain (like glass or opal) may crack or collapse at the DM’s discretion.
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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