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The Ruby Sootbound - AI-generated fantasy Monster

The Ruby Sootbound

The Ember Gate ward was designed to redirect dangerous magical heat and psychic strain into sealed anchor stones beneath the district. Officials quietly overcharged the system to power the city's crimson spires and industrial furnaces. The ward began collecting fear from workers, merchants, performers, and displaced citizens. The horror emerged when one anchor cracked and the accumulated emotional pressure found a shape in ruby glass.

LargeFiend(Fiendish magical manifestation)CR HighNeutral

The Ruby Sootbound

urban horrorreflection walkernightmare feederward manifestationcrimson citysolo monstercontrollerinvestigation encounter
HP136AC+8SPD30 ft., Climb 30 ft., Fly 30 ft. while moving through a reflectionCR8 (3,900 XP)DeceptionInsightPerceptionStealth
STR
18
DEX
16
save
CON
18
INT
16
WIS
18
save
CHA
19
save
Magic Resistance. The horror has advantage on saving throws against spells and other magical effects.
Sootbound Form. The horror cannot be frightened. It can move through the spaces of other creatures, though it cannot end its movement there.
Nightmare Harvest. Whenever a creature within 60 feet becomes frightened, the horror gains 5 temporary hit points, up to a maximum of 20 temporary hit points. This benefit does not trigger from the horror frightening itself or from the same creature more than once per round.
Ruby Surveillance. The horror can see and hear through any reflective surface within 120 feet. It has advantage on Dexterity (Stealth) checks made in dim light, smoke, or a crowd.
Ward-Bound Regeneration. While within 30 feet of an active ward anchor, the horror regenerates 10 hit points at the start of its turn. It does not regenerate if it took radiant damage since the end of its last turn or if the anchor has been disabled.
Voice Beneath the Soot. The horror can communicate telepathically with any frightened creature within 120 feet, even if that creature does not share a language. It may project one memory or nightmare image at a time.
Multiattack. The horror makes two attacks, using Emberglass Claw or Nightmare Lance in any combination.
Emberglass Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 13 () slashing damage plus 7 () psychic damage. If the target is frightened, it must succeed on a Wisdom saving throw or have its speed reduced to 0 until the end of its next turn.
Nightmare Lance. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 18 () psychic damage, and the target cannot benefit from invisibility until the end of its next turn. The lance visibly travels through the nearest ruby glass reflection.
Shared Nightmare. The horror targets up to three creatures it can see within 60 feet. Each target must make a Wisdom saving throw. On a failed save, a creature takes 22 () psychic damage and is frightened for 1 minute. On a successful save, it takes half damage and is not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dreamstep. The horror chooses one creature within 60 feet that is frightened, incapacitated, or asleep. The target must make a Charisma saving throw. On a failure, the horror teleports into the target's space, the target takes 14 () psychic damage, and the horror gains 10 temporary hit points. On a success, the target takes half damage and the teleport fails. The horror cannot use this action again until the start of its next turn.
Between Reflections. The horror moves into a reflective surface it can see within 60 feet, disappearing from its current space. At the start of its next turn, it emerges from another reflective surface within 120 feet. This movement does not provoke opportunity attacks. If no suitable reflection exists, the horror instead becomes invisible until the end of its next turn.
Panic Feeds Panic. When a creature the horror can see within 60 feet fails a saving throw against being frightened, the horror moves up to 15 feet without provoking opportunity attacks. It can move through a creature's space during this movement, treating that space as difficult terrain.
Claw or Slip. The horror makes one Emberglass Claw attack or uses Between Reflections.
Whisper Through Glass (Costs 2 Actions). One frightened creature within 60 feet must succeed on a Wisdom saving throw or take 9 () psychic damage and lose its reaction until the end of its next turn.
Echoed Panic (Costs 3 Actions). The horror uses Shared Nightmare, but it can target only two creatures. A creature that fails the save is also pushed up to 10 feet in a direction of the horror's choice.
Cantrips
Minor IllusionIllusion The horror creates a harmless but disturbing sensory illusion, usually a reflection of an absent person or a crowd screaming silently behind glass.
2nd level
InvisibilityIllusion The horror can obscure itself among lantern light, smoke, and reflections, gaining advantage on its next Dexterity (Stealth) check.
3rd level
FearIllusion The horror magically frightens one creature that can see it within range. The target must make a DC 16 Wisdom saving throw.
5th level
DreamIllusion The horror magically links the dreams of nearby creatures, using the spell's effect as a narrative manifestation of its Shared Nightmare ability.
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