Divine Spite. The Adrestina has divine knowledge of any source of revenge that a creature is tied to, be it the a target of the creature's revenge or if another target seeks revenge on the creature.
Legendary Resistance (3/Day). If the Adrestina fails a saving throw, it can choose to succeed instead.
Magical Weapons: The weapon damage dealt by the Adretina's weapons are considered magical.
Magical Resistance: The Adrestina has advantage on saving throws against spells and other magical effects.
Multiattack. The Adrestina makes three attacks. Two with it's claws and one with it's bite.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage. A creature hit by this attack must make a DC 20 Charisma saving throw or become subjected to one of the following effects:
1. The target becomes blinded until the end of the Adrestina's next turn.
2. The target falls under the conditions of the confusion spell until the end of the Adrestina's next turn.
3. The target feels like they have been stabbed in the back and becomes vulnerable to all damage until the end of the Adrestina's next turn.
4. The target begins to shake uncontrollably. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
If the target is under the effects of Goad of Revenge they automatically fail the saving throw.
Claw. Melee Weapon Attack: +15 to hit, range 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
The Adrestina 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. The Adrestina regains spent legendary actions at the start of his turn.
Claw. The Adrestina makes one claw attack.
Goad of Revenge. The Adrestina provokes a creature that can see it, embodying the essence of revenge. The target must make a DC 20 Charisma saving throw. On a failed save, the target loses sight of all other creatures around it except for the Adrestina and must use it's next turn to move as close to the Adrestina as possible and attempt to hit it with a melee attack. If the target cannot reach it with movement alone it must use it's action to take the Dash action. This effect lasts until the end of the Adrestina's next turn. A target is unaffected on a successful save.
Blinded by Vengeance [Costs 3 Actions]. The Adrestina reaches into the minds of every creature within 60ft of it. Every creature must make a DC 20 Charisma saving throw or become affected. To an affected creature the Adrestina appears to vanish and in an unoccupied space near the creature appears an image of vengeance relevant to the creature. On the start of each of an affected creature's turns, the target suffers 3d6 psychic damage and believes that it is being assailed by the illusion and treats it as a real threat. An affected creature can use it's action to make a DC 18 either Investigation or Insight check to determine that the illusion is not real, ending the effect. On a successful save the creature is not affected.
Description
It is said that when Shar truly wishes to see a plot for vengeance fulfilled, she will send the Adrestina to finish the job. Few accounts are present to describe what the Adrestina looks like but all share similar traits. The Adrestina is a massive hunched creature covered in rags and bandages. A snout extends from underneath the rags lined with razor sharp teeth and constantly sniffs the air. Large stringy claws drag along it's sides as it walks leaving blood trails along the ground that looked dried with age and time. Its skin, for what can be seen, is a dull gray color like that of a lifeless corpse with scars and bruises covering its flesh. Though hunched at it's full height it stands at 18 feet tall and it's neck extends outward. Any who view this creature feel either an immense sense of dread or an innate desire to see this thing dead.
Lair and Lair Actions
The Adrestina's lair can come in a variety of forms from a temple to its goddess, to a forgotten cemetery. It can be found in places steeped in desires for revenge or unfinished business.
Lair Actions
On initiative count 20 (losing initiative ties), the Adrestina takes a lair action to cause one of the following effects; the Adrestina can’t use the same effect two rounds in a row:
- The Adrestina causes the darkness to fall at any point within 60ft of it. The darkness is magical and is treated as a 5th level spell for the purpose of dispelling it.
- The Adrestina points at a location within it's sight range and casts confusion DC 20.
- The Adrestina causes a manifestation of vengeance to appear next to a creature it can see within range. The manifestation attacks the creature using the Adrestina's melee attack modifier and deals 3d10 +8 psychic damage on a hit.
Regional Effects
The region containing a legendary Adrestina’s lair becomes a beacon for desires of revenge and the presence of Shar, which creates one or more of the following effects:
- Every 10 minutes that a creature spends in the region has chance of becoming plagued with visions of vengeance. Either as the aggressor or the target. The feeling that overcomes the target is that of illness and disease as if the need for revenge festers within the creature.
- There is an innate sense of wrongness throughout the region as if a creature has become extremely paranoid that something is stalking them.
- If a creature attempts to rest for at least an hour they must make a DC 18 Charisma saving throw. On a failure the creature suffers from one of the effects related to the Bite actions of the Adrestina lasting for one round equivalent of time.
If the Adrstina dies, these effects fade over the course of 3d6 days.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
9/16/2020 7:05:29 PM
|
3
|
0
|
1
|
Coming Soon
|
Comments