| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +30 |
| DEX | 20 | +5 | +28 |
| CON | 28 | +9 | +36 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +30 |
| WIS | 24 | +7 | +32 |
| CHA | 18 | +4 | +4 |
Legendary Resistance (5/Day).
If Cael fails a saving throw, he can choose to succeed instead.
Knight-Lord’s Anchor.
Cael cannot be forcibly moved, knocked prone, or banished unless he allows it. Effects that would teleport him instead fail.
Quiet Vector Presence.
Spellcasters within 30 feet of Cael have disadvantage on Constitution saving throws made to maintain concentration. Magical effects that rely on sustained force flicker, imposing disadvantage on ability checks made to maintain them.
Fractured Causality Aura.
Cael emits a 15-foot aura that disrupts spellcasting.
When a creature casts a spell of 1st level or higher while within 15 feet of Cael, the caster must roll a d20 after casting:
- 1–5: The spell backfires and targets the caster (or centers on them if it has an area).
- 6–10: The spell misfires and targets a random creature within range (DM’s choice).
- 11–20: The spell functions normally.
Cantrips are unaffected.
Spells such as counterspell and dispel magic automatically fail if cast within this aura.
Multiattack.
Cael makes three attacks with Oathbreaker’s Reach.
Oathbreaker’s Reach.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 22 (3d8 + 9) slashing damage plus 18 (4d8) psychic damage.
The target must succeed on a DC 24 Constitution saving throw or have its speed reduced to 0 until the end of its next turn.
Vector Rend (Recharge 5–6).
Cael tears at spatial pressure in a 30-foot cone.
Each creature in the area must make a DC 24 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much on a success.
On a failed save, a creature is also knocked prone and pushed up to 20 feet away from Cael.
A spellcaster that fails this save also immediately loses concentration.
Null-Vector Collapse (1/Day).
As a bonus action, Cael creates a 5-foot-radius nullification field centered on himself that lasts for 1 minute.
While active:
- Spells of 5th level or lower are suppressed while within the area (not dispelled).
- Spell attacks, magical projectiles, and magical effects originating outside the aura automatically fail if they enter it.
- Magical areas do not function inside the aura while overlapping it.
Limitations:
- Artifacts are unaffected.
- Divine effects may be unaffected at the DM’s discretion.
- While active, Cael cannot benefit from magical effects.
Kinetic Intercept.
When Cael takes damage, he reduces the damage by 40 and may move up to 10 feet without provoking opportunity attacks.
LEGENDARY ACTIONS
Cael 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. Cael regains spent legendary actions at the start of his turn.
Pressure Step.
Cael moves up to half his speed without provoking opportunity attacks.
Disrupt Vector.
One creature Cael can see within 30 feet must succeed on a DC 24 Constitution saving throw or lose concentration and take 22 (4d10) psychic damage.
Silent Denial (Costs 2 Actions).
Cael forces a spell cast within 60 feet to immediately trigger a Fractured Causality Aura roll, even if the caster is outside the aura.
Judgment Without Words (Costs 3 Actions).
Cael makes one attack with Oathbreaker’s Reach. On a hit against a spellcaster, that creature has disadvantage on spell attacks and its spell save DC is reduced by 2 until the end of its next turn.
MYTHIC TRAIT (OPTIONAL PHASE 2)
The Seventh Stands (Mythic Trait).
If Cael is reduced to 0 hit points, he doesn’t die. Instead, he regains 300 hit points, and the following effects activate:
- Fractured Causality Aura increases to 30 feet
- Spells misfire on a roll of 1–10 instead of 1–10
- Initiative order immediately reshuffles (DM discretion)
If you include the mythic trait, treat the encounter as two phases and award additional XP.
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.
Comments