| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +16 |
| DEX | 24 | +7 | +16 |
| CON | 28 | +9 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +5 |
| CHA | 18 | +4 | +4 |
Stances (Free at turn start): At the start of each of her turns Caelith assumes one stance (no action):
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Precision. Attacks score a critical on 19–20 and deal +14 damage on crits.
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Aggression. She gains one additional dagger attack in Multiattack and ignores resistance to slashing/bludgeoning.
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Counter. She has advantage on Dex saves and can use Parry & Clash twice per round.
Bleed (Stacking): When Caelith deals slashing or piercing, the target gains 1 Bleed (max 5). At the start of its turn, it takes 1d10 per Bleed (no type; ignores resistance). A creature can use an action to make DC 18 Med check or Con save to remove up to 2 Bleed.
Stagger: If a creature takes a critical hit from Caelith or fails a Caelith save by 5+, it gains 1 Stagger (max 3). At 3 Stagger, it is Staggered until the end of its next turn: speed 0, attacks at disadvantage, and it can’t take reactions.
Unstoppable Advance: Opportunity attacks against Caelith are made at disadvantage; on a miss she may move 5 ft. without using movement.
Multiattack: In Precision or Counter, Caelith makes 4 attacks in any combination of Monowire Dagger and Gauntlet Smash. In Aggression, she makes 5 attacks instead.
Monowire Dagger: Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 27 (4d8 + 9) slashing. Target gains 1 Bleed. If Caelith has advantage, add 10 (3d6) extra damage.
Gauntlet Smash: Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Hit: 24 (3d8 + 9) bludgeoning. If the target has 2+ Bleed, it must succeed on a DC 20 Con save or becomes Staggered (as above) until the end of its next turn.
Red Line — Dash & Carve (Recharge 4–6): Caelith moves up to 50 ft. in a straight line (no OAs). Each creature she passes within 5 ft. makes a DC 20 Dex save, taking 45 (10d8) slashing on a fail, half on success, and gains 1 Bleed. Any creature reduced to 0 HP by this is left silenced until healed (magic or hit dice).
Vent (Recharge 5–6): A pressure pulse detonates in a 20-ft radius around Caelith. Creatures of her choice must make a DC 20 Con save or take 36 (8d8) force and be pushed 15 ft., dropping concentration. On a success, they take half and aren’t pushed.
Step Inside the Guard: Teleport up to 20 ft. to a space adjacent to a creature she can see. Her next melee attack this turn has advantage; on a hit, add 10 (3d6) damage.
Artery Read: Choose a creature with Bleed within 30 ft.; Caelith learns its current HP and resistances and immediately moves up to 10 ft. without OAs.
Parry & Clash (1/round): When a melee attack would hit Caelith, she contests with an attack roll using her dagger. On a win, the attack misses and she makes a Monowire Dagger attack against the attacker. On a tie, the attack hits but deals half damage.
Red Counter: When a creature within 10 ft. misses her, she deals 10 (3d6) slashing and applies 1 Bleed.
Legendary Resistance (5/Day): As normal
Flash Step. Move up to 20 ft. without provoking OAs.
Quick Carve. Make one Monowire Dagger attack.
Tendon Sever (Costs 2). One creature with 2+ Bleed in 10 ft. makes a DC 20 Con save or its speed becomes 0 and it can’t take reactions until the end of its next turn.
LEFT HOOK: Break the Voice (Costs 3). Your requested skill. Caelith delivers a brutal hook. One creature in 5 ft. makes a DC 20 Con save. On a failure: the creature is knocked prone, silenced, and one of its features is disabled (DM’s choice; e.g., a Legendary Action, a specific class feature, innate spellcasting, regeneration, or a damage immunity/resistance) until the end of Caelith’s next turn. On a success: no prone, but it’s silenced until the start of its next turn.
Red Surge Prime (Mythic; 1/encounter)
When Caelith would be reduced to 0 HP, she instead drops to 1 HP, shreds her limiters, and immediately ends all conditions on herself, then gains 330 temporary HP. For the rest of the fight:
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She benefits from all three Stances simultaneously.
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Monowire Dagger and Gauntlet Smash each deal an extra 14 (4d6) damage.
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She gains 1 additional Legendary Action per round (total 4).
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LEFT HOOK recharges at the start of each of her turns (still costs 3 LAs).
When the temporary HP are gone, Red Surge ends.
Mythic Actions (available only during Red Surge; costs legendary actions as normal):
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Red Afterimage (1). Until the start of her next turn, attacks against Caelith are at disadvantage; on each miss, attacker takes 7 (2d6) slashing.
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Organ Rupture (2). Choose a creature with 3+ Bleed within 10 ft.; it takes 27 (6d8) internal damage and makes a DC 20 Con save or gains 1 Stagger (max still 3).
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Execution Line (3). Teleport to a creature with Bleed you can see within 60 ft. and make two Monowire Dagger attacks against it.
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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