❤️ Hate Awareness (Passive)
- Range: 300 ft
- Caring Heart can sense hostile or violent intent in all creatures within range.
- By using an action, he may read the thoughts behind a creature’s violent intent (as Detect Thoughts focused only on harmful emotion or motive).
💣 Overflowing Pressure (Advanced Hate Manifest)
- For every melee or ranged attack made within 15 ft of Caring Heart during the previous turn, he adds +1d4 to his next attack roll and damage.
- Maximum of 4d4 bonus per use. Lasts until the end of his next turn.
Evil Manifest
Melee or Ranged Spell Attack: +9 to hit, range 60 ft or melee
Hit: 1d10 + 5 + bonus from Pain and Gain
Damage type: Force or Psychic (your choice per attack)
Painful Aura (4 Charges/Recharge 5–6)
Enemies within 15 ft who attacked Caring Heart this round must succeed on a DC 16 Wisdom saving throw or:
Take 1d12 psychic damage (Half on success)
Be Frightened until the end of their next turn
Creatures immune to fear have advantage.
Watchful Intention
Choose one creature within 60 ft that intends to attack or harm Caring Heart. That creature must succeed on a DC 17 Charisma check or have disadvantage on their next attack.
Heartbeat Surge (Bonus Action)
Caring Heart absorbs the emotional shockwave of recent attacks.
- For every attack made against him in the last round, he gains +1 AC (up to +3) until the start of his next turn.
If at least one attack hit him, he also gains resistance to psychic and force damage during that time.
💢 Pain and Gain (Reactive Buff)
- For each attack made against Caring Heart, he gains +2 bonus damage to all attacks on his next turn.
- If any of those attacks hit, the bonus increases to +4 (instead of +2) per attack.
Example: If he’s attacked 3 times and 2 hit, he gains +12 damage to his next attacks on his next turn.
Guarded Compassion (1/turn)
When a creature fails a Wisdom save against Painful Aura or is frightened by any effect Caring Heart causes, he may speak calming words.
The creature makes a second save with disadvantage; on a fail, it is stunned until the end of its next turn, overwhelmed by inner conflict.
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.
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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