Tactical Flair: Clumbus can use a bonus action to grant an ally within 60 ft. advantage on their next attack or saving throw, but only if they perform it with dramatic flair (e.g., a witty quip, flourish, or thematic gesture).
Scripted Chaos: Once per long rest, Clumbus can rewrite the battlefield’s “script.” He selects up to 3 creatures (friend or foe) and swaps their initiative order, forcing rerolls with advantage or disadvantage (his choice).
Arcane Spotlight: Ranged Spell Attack: +8 to hit, range 120 ft.
Hit: 4d6 radiant damage. Target must succeed on a DC 14 Cha save or be marked. Clumbus can see them through walls and invisibility for 1 minute.
Mocking Reprise: Clumbus targets one creature that missed an attack or failed a save last round. They must make a DC 15 Int save or take 3d10 psychic damage and suffer disadvantage on their next attack.
Curtain Call: If Clumbus drops a creature to 0 HP, he can immediately cast mirror image or blur without expending a spell slot.
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
Whether it’s a rusted lantern, a cracked teacup, or the party’s own backpack, something deep within it stirs—a hunger for performance, for presence. Then, with a rubbery pop, two oversized cartoon eyes bulge from the surface, blinking with exaggerated flair. A wide, toothy grin splits the material, stretching impossibly across porcelain, metal, or leather.
From nowhere and everywhere, two gloved hands sprout. White, pristine, and expressive, already gesturing like a stage magician mid-monologue. Black, bulbous shoes stomp into existence beneath the object, regardless of logic or gravity, finally, a perfect Tophat sits upon the object completing the silhouette of a vaudevillian nightmare.
“Ahhh, finally!” he declares, voice rich with charisma and menace. “A new venue, a fresh audience, and oh—what delicious tension in the air!”
The object now is Clumbus. Animated by the Wand of Sentience, he can inhabit any item once per day, reshaping it into his personal stage. His presence is unmistakable: eyes too wide, smile too sharp, and limbs too cheerful for comfort. He is a showman of possession, a strategist of chaos, and a parasite with panache.
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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