| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +9 |
| DEX | 14 | +2 | +12 |
| CON | 16 | +3 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +7 |
| WIS | 16 | +3 | +13 |
| CHA | 20 | +5 | +18 |
Trait Name.
Fivefold Aspect (Start of Turn)
At the start of each of her turns, amara chooses one Chromatic Aspect, gaining its passive effect until the start of her next turn.
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Red (Fire): +7 (2d6) fire damage on her first hit each turn
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Blue (Lightning): Can move 15 ft. without provoking opportunity attacks
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Green (Poison): Creatures she damages have Disadvantage on their next saving throw
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Black (Acid): Nonmagical armor hit takes −1 AC (stacking, repaired normally)
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White (Cold): Creatures she damages have their Speed reduced by 10 ft.
- Aura of Dominion
Enemies within 20 ft. must succeed on a DC 16 Wisdom save at the start of their turn or have Disadvantage on their first attack roll that turn.
Action Name.
Multiattack
amara makes two attacks, choosing from Chromatic Touch.
Chromatic Touch
Melee Attack Roll: +8 to hit, reach 5 ft.
Hit: 12 (2d8 + 4) damage, type based on current aspect.
Aspect Effect (Con Save DC 16):
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Red: Target takes 7 (2d6) fire damage at the start of its next turn
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Blue: Target can’t take reactions until its next turn
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Green: Target is Poisoned until the end of its next turn
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Black: Target takes 7 (2d6) acid damage
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White: Target’s Speed becomes 0 until the end of its next turn
- Action Name.
Draconic Word (Recharge 5–6)
Each enemy of Tia’s choice within 30 ft. makes a DC 16 Wisdom save.
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Failure: 22 (5d8) psychic damage and Frightened until the end of its next turn
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Success: Half damage, no Frightened
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- Action Name.
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Chromatic Breath (Recharge 6)
Tia exhales elemental energy:
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30-ft. cone (fire, cold, acid, poison)
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60-ft. line (5 ft. wide) (lightning)
Each creature in the area makes a DC 16 Dexterity or Constitution save.
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Failure: 27 (6d8) damage
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Success: Half damage
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Bonus Action Name
Aspect Shift
amara changes her current Chromatic Aspect.
Reaction Name. Enter the description for your action.
Chromatic Rebuke (1/Turn)
When hit by a melee attack, Tia deals 7 (2d6) damage of her current aspect’s type to the attacker.
Legendary Actions (1/round)
amara can take 1 legendary action per round, at the end of another creature’s turn.
She regains the use of this legendary action at the start of her turn.
Legendary Action Name (Costs 1 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
Appearance
amara appears as a striking human woman in her mid teens , impossibly regal.
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Hair: Jet black, but glints of red, blue, green, white, and black shimmer when the light catches it
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Eyes: Gold sclera with pupils that subtly shift color depending on her mood
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Skin: Pale, flawless, unnaturally warm
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Jewelry: Five rings, each set with a different chromatic gem
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Shadow: Occasionally splits into five overlapping silhouettes
amara cant lie only miss drecated
Those who look too long feel watched by something vast and ancient.
Personality (The Five Within One)
Tia’s demeanor subtly shifts, reflecting Tiamat’s five heads:
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Red (Wrath): Proud, imperious, quick to threaten
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Blue (Cunning): Calculated, persuasive, strategic
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Green (Deceit): Charming, poisonous words, half-truths
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Black (Cruelty): Cold, vindictive, enjoys suffering
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White (Domination): Harsh, commanding, intolerant of weakness
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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