Untouchable Fusion Shield (Card Effect). Crimson Nova Trinity cannot be targeted by spells of 5th level or lower, and it is immune to all spell effects that would force it to move, banish it, or alter its form.
Reflective Quantum Shell (Card Effect). Whenever Trinity takes damage from a spell or magical effect, the caster takes an equal amount of force damage instantly.
Relentless Fusion Strike (Card Effect). When Trinity reduces a creature to 0 hit points with a melee attack, it can immediately make one additional Scythe attack as a free action.
Multiattack. Trinity makes three Scythe of Ruin attacks.
Scythe of Ruin. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 ($4d8 + 8$) slashing damage plus 13 ($3d8$) force damage.
Dimensional Halving Strike (Recharge 5–6). Trinity slashes space itself in front of a target within 30 feet. The target must make a DC 20 Constitution saving throw. On a failed save, the target's current Hit Points are immediately cut in half, taking force damage equal to that lost amount. On a successful save, the target takes $6d10$ force damage instead.
Cubic Wave - Power Siphon (Action). Trinity projects a surge of siphon energy at all enemy creatures within 30 feet. Each targeted player must make a DC 20 Strength saving throw. On a failure, a player's attack damage output is halved for 1 minute. Trinity gains a bonus to its own attack damage equal to the combined damage lost by all affected players until the start of its next turn. An affected player can repeat the save at the end of each of their turns to end the effect on themselves.
Cubic Mandala - Death Bind (Reaction). When a player character drops to 0 hit points or dies within 60 feet of Trinity, Trinity activates this trap.
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Revive Lockdown: The fallen player cannot regain hit points, be stabilized, or be revived by any spell or ability for 3 turns.
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Suppression Aura: A 30-foot-radius distortion field locks around the fallen player's location. Any other player standing inside this 30-foot aura cannot cast spells or make attacks while remaining within the radius.
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.
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.
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