Medium Humanoid, Any Non-Good Alignment
Armor Class 18 natural
Hit Points 500 (25d20)
Speed
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
19 (+4)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws DEX +7, WIS +8, CHA +9
Damage Vulnerabilities Necrotic, Radiant
Damage Immunities Cold, Fire
Condition Immunities Blinded, Paralyzed, Poisoned
Senses Passive Perception 20
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Watercana. All spells have their effects be based on ice or cold 
Example: Hellish Rebuke deals cold damage when cast by Ursuriel.

Siren's allure. Characters attacking Ursuriel must succeed a CHA saving DC17 throw or be infatuated with her, if  a character is afflicted with this infatuation, they might choose not to attack her, or have disadvantages in attacks or spell attacks. 

Spellcasting. The [EUrsuriel Undertow Queen of the drowning coven ] is a 10th level spellcaster. Its spellcasting ability is [charisma] (spell save DC 16, +15 to hit with spell attacks). The [Ursuriel Undertow Queen of the drowning coven] has following [sorcerer], [Warlock] spells prepared: 
Cantrips (at will): [spell name], [spell name], [ray of frost], [Ice knife]
1st level (10 slots): [Armor of Agathys], [Hex], [Mage Armor], [Magic Missile], [Protection from evil and good], [Hellish Rebuke]
2nd level (6 slots): [Shield], [gust of wind], [Mind Thrust], [Misty Step], [Ray of Enfeeblement]
3rd level (5 slots): [Shatter], [Magic Missile], [Fly]
4th level (4 slots): [Ice storm], [Stone Skin], 
5th level (3 slots): [Cone of cold], [Cloudkill]
6th level (2 slots):[Ice storm], [Storm Sphere], [Disintegrate]

Actions

Coral glaive. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d12 + 6) [poison] damage. 

Medusa bite longbow. Ranged Weapon Attack: +10 to hit, range 120/200 ft., 3 target. Hit: 10 (2d8 + 8) [cold] damage.

Siren's song as an action, Ursuriel may sing a deep alluring song. Those in the affecting area are dealt 1d10 psychic damage, and she can pick two of those in her line of sight to be under her command for 1d4+2 rounds, this effect can be resisted with a WIS saving throw DC 18, dominated characters can keep trying to resist each round.

 Avatar of the Kraken

Kraken's grasp. Ranged Weapon Attack: +10 to hit, range 120/200 ft., 3 target. Hit: 10 (2d8 + 8) [poison] damage.

Lamprey blood thirstMelee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d12 + 6) [poison] damage. Lamprey blood thirst heals Ursuriel an amount equal to the base damage. 

Kraken's grasp. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (2d12 + 6) [poison] damage. 

Drowning gasps. Creatures around Ursuriel have disadvantage in melee attacks unless they succeed a CON saving throw (16). 

Drowned in pain. creatures within 30 ft of Ursuriel receive 1d4 necrotic damage every round, unless they succeed a CON saving throw (16), every round they must succeed to avoid this damage, if they receive this damage 6 times in a row their HP will be halved, if they get it 3 more consecutive times, the character will fall unconscious. 

This effect can be halted with greater restoration.

Reactions

Fly. Ursuriel can cast Fly as a reaction or bonus action.

Ice Knife. Ursuriel can cast Ice Knife as a reaction or standard action.

Drowning touch. Ursuriel Undertow Queen of the drowning coven deals 2d6 of cold damage to anything she touches. 

Ink darkness: as a reaction, ursuriel can generate a plum of black ink that acts like the "darkness spell" but is unaffected by dispell or light effects, This requires destroy water or manipulate water. 

Current master: Ursuriel can push a creature up to 25 feet away using her ability to manipulate currents underwater. Said creature must succeed a STR saving throw (DC 18) or be trashed around and suffer bludgeoning damage depending on the area (if there are walls of coral, or stalagmites, etc).

Legendary Actions

coral stab (1 spell slot # reaction). When a creature comes within meele range of ursuriel, she can use a spell slot to cast ice knife and stab the creature. This deals the same damage as the ice knife spell, but has a chance of paralyzing the character in place (CON save: 16)

water shield (1 spell slot # reaction).  When threatened ursuriel can materialize a shield of ice to protect herself, if the weapon is fire based it can penetrate the shield and deal half its total damage. 

 Instant Misty step (1 spell slot # reaction). On another creature's turn, ursuriel can use misty step as a reaction to avoid damage. 

 Kraken Incarnate (HP below half # reaction). Upon reaching below 250 HP ursuriel will undergo an extreme transformation, and will gain new abilities Listed on her attacks.

Ink darkness: as a reaction, ursuriel can generate a plum of black ink that acts like the "darkness spell" but is unaffected by dispell or light effects, This requires destroy water or manipulate water. 

Current master: Ursuriel can push a creature up to 25 feet away using her ability to manipulate currents underwater. Said creature must succeed a STR saving throw (DC 18) or be trashed around and suffer bludgeoning damage depending on the area (if there are walls of coral, or stalagmites, etc).

Mythic Actions

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

Ursuriel Undertow Queen of the drowning coven Once was regarded as the wisest, most beautiful daughter of King Kregor the 3rd, he who had sired only daughters was forced to try and marry his offspring to keep the line intact, hoping for a grandson that would take his place.
Instead however, Kregor sowed the seeds of his own destruction. For his beautiful and wise daughter was also full of greed and a thirst for power the likes of which he'd never imagine.
Ursuriel wanted not to be wed for power to be hers, so instead she bonded with one from the deep, the one creature that has yet to resurface, the one they call The Kraken of yore. 
The powers bestowed to Ursuriel Undertow were sufficient for her to take the throne on her own, few escaped her mighty wrath and those who died are now slaves in undeath to her drowning coven mark.
Ursuriel is indeed beautiful, a fair face with deep blue eyes that glow like the bio-luminescent creatures of the abyss, but where once the body or a mermaid once adorned, now grows the semblance of a gigantic squid. Red in colour, but ever shifting in places. Where once hair grew, red and purple tentacles adorn a crown of angler looking fangs. 
And yet, her alure is almost impossible to resist.  

Lair and Lair Actions

Many miles below the coast of  Loner's watch , the sunken realm formerly known as "undertow"  lies in ruins.
And it has remained so since the it was taken by Ursuriel Undertow Queen of the drowning coven

Lair Actions

On initiative count 1 (losing initiative ties),  [Ursuriel Undertow Queen of the drowning coven ] takes a lair action to cause one of the following effects; the [Ursuriel Undertow Queen of the drowning coven ] can’t use the same effect two rounds in a row:

  • The lair spawns 10 Rayheeram monsters (hp 50, ac 16).
  • Surfaces under water sprout shards of coral upwards (Dex save 15) dealing 1d4 piercing damage + 4 poison damage, these shards remain for 1d10 rounds and turn the area into difficult terrain.
  • All water spells and attacks add 2d6 cold damage

Regional Effects

The region containing  [Ursuriel Undertow Queen of the drowning coven ]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Breath under water spells last half their usual time.
  • Healing spells and healing checks lose effectiveness either losing 5 points or one die.
  • Creatures without any protection to drowning effects die.
  • Fire cannot be cast 
  • When Ursuriel Undertow Queen of the drowning coven is half way to dying, her form will change into that of a half kraken

If the Ursuriel Undertow Queen of the drowning coven dies, these effects fade over the course of 1d10 days.

Habitat: Underwater

AntonioProtonotarioMagana

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