Cubic Hierarchy Immunity. Crimson Nova is immune to spells, conditions, and ability effects originating from any creature whose primary spellcasting or offensive stat modifier is +3 or lower.
Aura of Crimson Ruin. Any creature that starts its turn within 15 feet of Crimson Nova, or enters that area for the first time on a turn, takes 11 (2d10) force damage and 11 (2d10) fire damage.
Geometric Phase. Crimson Nova can pass through physical solid objects and creatures as if they were difficult terrain.
Multiattack. Crimson Nova makes two Cubic Blade attacks.
Cubic Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 9 (2d8) force damage.
Cubic Karma Blast (Recharge 5–6). Crimson Nova unleashes a 30-foot cone of geometric razor-shards. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much on a successful one. A failed save also applies a Cubic Counter (negating spellcasting until cured).
Spatial Shift. Crimson Nova teleports up to 30 feet to an unoccupied space it can see.
Triple Nova Fusion (Trinity Convergence). If Crimson Nova is within 15 feet of two other Crimson Nova monsters (or active proxy Vijams), it can consume them. The three entities merge instantly, spawning Crimson Nova Trinity the Dark Cubic Lord at full HP.
Cubic Counter Pulse. When targeted by an attack or spell within 30 feet, Crimson Nova forces the attacker to make a DC 16 Wisdom saving throw. On a failure, the attack/spell is canceled and the target takes 10 (3d6) psychic damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # 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.
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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