Phantasmal Form. Tremarora can burrow through solid rock at half her burrow speed, leaving no tunnel in her wake.
Mortal Pangs. Tremarora's ranged attacks have tripled critical damage against fiends and celestials. Tremarora cannot land critical hits on Atrevora.
Unfathomable Size. Tremarora is around 200 feet in diameter, and over 4000 feet long. Due to her length and serpentine shape, her head is the center point of her attacks' range.
Bolt. Ranged Weapon Attack: +8 to hit, range 600 ft, one target. Hit: 46 (3d20 + 8) lightning damage. The target must make a Constitution save (DC 16) or fall prone in a paralyzed state. If the save falls at or below DC 6, the target is blinded for one day. The blindness becomes permanent at or below DC 3.
Tremarora's bolts are magically precise; on impact, they leave no fallout beyond destroying their target.
Stag Horns. Melee Weapon Attack: +6 to hit, reach 70 ft, one target. Hit: 86 (6d20 + 8) piercing damage. If the target is immune to piercing damage, this attack instead counts as slashing damage.
(3/hour) Legendary Resistance. If Tremarora fails a skill check or saving throw, she may choose to succeed instead.
(1/day) Conqueror Blaze. Tremarora makes three bolt attacks, each with advantage.
Description
Tremarora, the high goddess of stasis, older sister of high god Atrevora. The siblings, while brilliant in mind, have little time to think; each is plagued by a powerful desire. Tremarora's desire? To breed.
The sheer might of the conqueror worms could doom the fate of the universe, should one dominate the other; for this, the siblings' power must be kept equal with rituals and ceremonies. Tremarora's rituals are arranged by the Voice of Legacy, one of two conqueror worm cults.
-
View User Profile
-
Send Message
Posted Oct 26, 2020The Conqueror Worms aren't your average everyday final boss, because they'll be fighting each other! (Note: when alone, they're basically CR 50. Be glad they're occupied!)