| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +13 |
| DEX | 13 | +1 | +1 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +8 |
| CHA | 14 | +2 | +7 |
Legendary Resistance (4/Day). If Carridan fails a saving throw, he can choose to succeed instead.
Adamantine Plating. While in his battle armor, any critical hit against Carridan becomes a normal hit.
Magic Resistance. Owing to his enchanted armor, Carridan has Advantage on saving throws against spells and other magical effects.
Commanding Presence (only usable if Carridan wasn't previously defeated). While within 30 ft. of Carridan, all other enemies have advantage on their first attack on each of their turns and are immune to being Charmed or Frightened.
The Mendicant's Interference (only usable if The Mendicant wasn't defeated). The Mendicant's own unique influence provides Carridan a measure of control over his space. Once per turn, as a free action, Carridan magically swaps places with a creature he can see within 90 ft. When he does so, the target creature must succeed on a DC 14 Charisma saving throw or become incapacitated until the start of the creature's next turn.
Multiattack. Carridan makes three attacks, choosing from among the options below in any combination.
Armblade. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 8) slashing damage.
Laser Weapon. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 23 (3d12 + 3) radiant damage.
Grappling Shot. Carridan chooses a creature he can see within 60 ft. and fires a shot at the creature with a grappling line. The target must succeed on a DC 18 Dexterity saving throw or be Grappled and Restrained (escape DC 20). Immediately after grappling a creature, and as a bonus action on subsequent turns, Carridan may pull a grappled creature up to 30 feet closer to him. Carridan may grapple only one creature this way at a time.
The grappling line can be damaged, freeing a creature it has Grappled when destroyed (AC 18, HP 15, Immunity to Poison and Psychic damage). Damaging the line deals no damage to Carridan, and a destroyed grappling line is replaced at the start of Carridan's next turn.
Hunker Down. If Carridan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on the saving throw.
Gornakh's Upgrades (only usable if Gornakh wasn't defeated). Gornakh has further enhanced Carridan's battle armor to let it reflect back some of the damage dealt to it. As a reaction when he takes damage, Carridan can use his reaction to take only half as much damage (rounded down) and deal an equal amount to another creature of his choice within 30 ft. The target of this damage may make a DC 18 Constitution saving throw, taking half as much damage on a success.
Legendary Action Uses: 3. Immediately after another creature’s turn, Carridan can expend a use to take one of the following actions. Carridan regains all expended uses at the start of each of his turns. Carridan may not use either Alchemical Bombardment or Blessing of Flame two turns in a row.
Jetpack (Costs 1 Action). Carridan leaps forward, moving up to his speed without provoking Opportunity Attacks. Afterwards, he can make one Armblade attack against a creature within range.
Alchemical Bombardment (Costs 2 Actions; only usable if Eldrina wasn't defeated). Carridan targets a point he can see within 60 ft. All creatures within 30 ft. of the target point must make a DC 18 Dexterity saving throw. On a failure, the creature takes 3d8 acid and 3d8 poison damage and are coated in a sticky chemical substance. On a success, the creature takes half as much damage and isn't coated.
While coated with Eldrina's concoction, a creature has disadvantage on Dexterity saving throws and attack rolls and takes 1d4 acid and 1d4 poison damage at the start of each of their turns. Affected creatures may make a DC 16 Strength saving throw at the end of each of their turns, ending the effects on a success.
Blessing of Flame (Costs 2 Actions; only usable if Veracity wasn't defeated). Carridan touches a glowing rune on the back of one armored gauntlet and flame fills an area centered on Carridan with a radius of 20 ft. Carridan and creatures of his choice within range become immune to fire until the end of Carridan's next turn and deal 2d6 extra fire damage on each of their attacks. All other creatures within range may make a DC 20 Intelligence saving throw. A creature that fails the save may not benefit from any resistance or immunity to fire until the end of Carridan's next turn.
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
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/10/2026 1:00:45 AM
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28
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1
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1
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Coming Soon
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