Carbuncle Stance. Carbuncle starts combat in Sapphire Stance. As a Legendary Action, it can shift stances to Emerald, Topaz, or back to Sapphire if not already in that stance. Each stance has its own Legendary Actions.
Razor Wind. When Carbuncle makes Tail Swipe or Tail Slam attack, it releases a 60-foot long by 5-foot wide line of razor sharp wind. This wind originates from the target position. Each creature in that line, must make DC 17 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an bloody wound. The damage dealt by the wound increases by 5 (1d10) each time a creature is hit by the razor wind and fails the Constitution saving throw. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Multiattack. Carbuncle makes one Bite attack, one Claw attack, and one Tail Swipe attack; or it makes two Tail Spike attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 19 (3d8 + 6) piercing damage.
BClaw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 16 (3d6 + 6) slashing damage.
Tail Spikes. Ranged Weapon Attack: +12 to hit, reach 60/180 ft., one target. Hit 25 (3d12 + 6) piercing damage.
Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 25 (3d12 + 6) bludgeoning damage.
Feral Pounce (recharge 5-6). If Carbuncle jumps at least 10 feet as part of its movement, it can then use this action to strike a creature within 5 feet of where it lands. That creature must make a DC 20 Dexterity saving throw, taking 66 (12d10) slashing damage and be knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. Additionally, if the target is prone or knocked prone, Carbuncle can make one Bite attack against it as a bonus action.
Tail Slam. Carbuncle extends its tail to its maximum length (40-foot long line that is 5 feet wide) and slams it onto the ground. Each creature in that line is the originator for razor wind and must make a DC 20 Dexterity saving throw, taking 14 (4d6) piercing damage plus 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful save.
Carbuncle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Carbuncle regains spent legendary actions at the start of its turn.
Attack. Carbuncle makes one Bite attack
Wall of Light (2 Actions, 1/day). Carbuncle casts Prismatic Wall. This ability can be Counterspelled
Stance Shift (1 Action). Carbuncle can change its stance to Emerald, Topaz, or Sapphire.
Glittering Ruby (3 Actions, Sapphire Stance). This ability can be Counterspelled. Creates a 'Reflect' status on all targets within a 120ft sphere. All spell effects directed at a "Reflected" target are redirected back upon the caster. The only exceptions to this are Dispel Magic and Wish which removes the Reflect status.
Shining Ruby (2 Actions, Emerald stance) Emerald Carbuncle launches toxic spikes into the air that fall over a 30-foot line that is 5 feet wide, originating from a space within 15 feet of Carbuncle. Each creature in that line must make a DC 21 Constitution saving throw, taking 32 (6d10) poison damage and be poisoned for 1 minute on a failed save, or half as much damage and isn't poisoned on a successful one. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success.
Searing Light (2 Actions, Topaz stance). Topaz moves up to its speed in a straight line while quickly spinning its body. During this move it can move through the spaces of other creatures without provoking opportunity attacks. Each creature Carbuncle moves through must succeed on a DC 22 Dexterity saving throw or take 20 (3d8 + 7) bludgeoning damage and be knocked prone.
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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