Death in Motion. Carmilla does not provoke opportunity attacks when she moves at least 10 feet on her turn. If Carmilla moves at least 20 feet before making a melee attack, that attack deals an additional 10 (3d6) slashing damage.
Exorcist Slayer. Carmilla’s weapon attacks ignore resistance to slashing damage.
Creatures wearing heavy armor have disadvantage on saving throws against her abilities.
Perfect Balance. Carmilla has advantage on Dexterity saving throws and cannot be knocked prone unless she is incapacitated.
Legendary Resistance (3/day). If the Zestial fails a saving throw, it can choose to succeed instead
Phase 2: Bloodstained Grand Finale
When Carmilla Carmine is reduced to 50% of her maximum hit points, the ballroom falls silent. Blood slicks the floor beneath her feet as infernal sigils ignite along her razor pointe shoes. Carmilla straightens, exhales once… and the performance truly begins.
Carmilla gains the following benefits: Carmilla gains +2 AC (AC 23). Carmilla gains 50 temporary hit points. Her movement speed increases by 10 feet. Her legendary actions increase from 3 to 4. Carmilla’s melee attacks deal an additional 7 (2d6) necrotic damage.
Crimson Momentum. Each time Carmilla reduces a creature to 0 hit points or causes a creature to fail a saving throw against her abilities, she may move up to 20 feet without provoking opportunity attacks.
Dance of the Slaughtered. Carmilla thrives amid falling bodies. While at least one hostile creature within 15 feet is bleeding (from Razor Pointe Strike or similar effects), Carmilla has advantage on attack rolls and Dexterity saving throws.
Multiattack. Carmilla makes three attacks, which can be any combination of Razor Pointe Strike and Crimson Pirouette.
Razor Pointe Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 21 (3d8 + 6) slashing damage plus 13 (3d8) necrotic damage. If Carmilla moved at least 10 feet straight toward the target this turn, the target must succeed on a DC 21 Constitution saving throw or begin bleeding, taking 10 (3d6) necrotic damage at the start of each of its turns (ends on a successful Con save at the end of its turn).
Crimson Pirouette. Carmilla spins with lethal elegance. Each creature of her choice within 10 feet must make a DC 21 Dexterity saving throw, Fail: 27 (6d8) slashing damage and knocked prone Success: Half damage and not knocked prone. Carmilla may move up to 15 feet immediately after this attack without provoking opportunity attacks.
Sever the Strings (Recharge 5–6). Carmilla targets one creature she can see within 30 feet. The target must succeed on a DC 21 Dexterity saving throw or take 36 (8d8) slashing damage and be restrained as spectral ribbons slice and bind them. A restrained creature can repeat the save at the end of its turn, ending the effect on a success.
Phase 2 Actions
Razor Pointe Strike (Phase 2). Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 27 (4d8 + 6) slashing damage plus 18 (4d8) necrotic damage. If Carmilla moved at least 10 feet straight toward the target this turn, the target must succeed on a DC 21 Constitution saving throw or suffer Hemorrhage, taking 14 (4d6) necrotic damage at the start of each of its turns (ends on a successful save at the end of its turn). If the target is already bleeding, the attack deals an additional 10 (3d6) slashing damage.
Crimson Pirouette (Phase 2). Each creature of Carmilla’s choice within 15 feet must make a DC 21 Dexterity saving throw. Fail: 36 (8d8) slashing damage, knocked prone Success: Half damage, not knocked prone, Carmilla may then move up to 30 feet without provoking opportunity attacks.
Riposte of the Prima. When a creature misses Carmilla with a melee attack, she may make one Razor Pointe Strike against that creature.
Carmilla Carmine – The Crimson Matriarch can take 3 legendary actions choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Broadcast Demon regains spent legendary actions at the start of its turn.
Graceful Step. Carmilla moves up to half her speed without provoking opportunity attacks.
Razor Kick. Carmilla makes one Razor Pointe Strike.
Blood on the Stage (Costs 2 Actions). Carmilla makes a Crimson Pirouette. If at least one creature fails its save, Carmilla regains 15 hit points.
Lair and Lair Actions
The Crimson Armory
Hidden beneath Pentagram City lies Carmilla’s true domain: a vast, cathedral-sized weapons foundry and vault. Endless racks of blades, firearms, polearms, and infernal munitions line the walls in perfect symmetry. Conveyor belts glide silently overhead, delivering freshly forged weapons to waiting displays. The floor is polished obsidian, etched with faint sigils that subtly guide movement — every step here is intentional.
Lair Actions
On initiative count 20 (losing initiative ties), Carmilla takes a lair action. She can’t use the same effect two rounds in a row.
Arsenal Barrage. Carmilla gestures, and the armory obeys. Choose up to three creatures Carmilla can see within 60 feet. Each must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) piercing damage as weapons launch from racks and walls. On a failure, the creature’s speed is reduced by 10 feet until the end of its next turn.
Conveyor Sweep. The floor shifts beneath the combatants. Carmilla activates the moving belts. Each hostile creature on the ground must succeed on a DC 21 Dexterity saving throw or be knocked prone and pulled up to 15 feet in a direction of Carmilla’s choice, scraping across embedded blades and taking 14 (4d6) slashing damage.
Precision Drop. A weapon descends from above with lethal accuracy. Choose one creature Carmilla can see. The target must succeed on a DC 21 Dexterity saving throw. Fail: 27 (6d8) slashing damage and restrained by impaled weapons, Success: Half damage and not restrained
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